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Author Topic: Post Apoc mutations  (Read 42578 times)
Master Rel
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« Reply #75 on: May 15, 2013, 04:55:49 AM »

Agreed.

So, what's all of this for, anyway. You said something about an RPG?



I have been playing/writing/designing/tweaking post apoc RPGs since the summer of '76...Metamorphosis Alpha, my first RPG.

I have worked on dozens of the same, and found that I enjoy the process.

I could run a game at a drop of a hat; I mod/GM on several other sites...though this has slowed of late...but I like throwing questions of the mutation ilk among friends, so I ask here even though it is out of the Star Wars genre.

But mutations, "the force"/magic, and light sabers have a history...



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Tasardur
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« Reply #76 on: May 15, 2013, 06:01:35 AM »

Well... Here's something for you that I based entirely off of this thread and it's concepts. I have been asked for a class to create a super hero and this is what I have so far. A small addition to things has been made to give him super powers aside from the standard mutations. Not that the Bio needs to be completed. I know it's a bit of a read.

Character sheet.
Faction: Drifter
Domain: North American East Coast; New York State
Name: Alastair Blaine
Alias: Strider
Race: Caucasian
Gender: Male
Age: 27
Born: August 16th 2037
Height: 6’ 1”
Weight: 183 lbs
Blood Type: A+
Eye Color: Golden Hazel

Appearance: Standing at just over six feet, Alastair is above average human height. His face sports a light beard and a slightly crooked nose offsets his firm, defined structure. His cheek bones are just prominent enough and his jaw is shapely with a lightly cleft chin. His filthy brown hair is held back in a ponytail leaving a few strands to dangle where they please. He has average sized lobed ears and a normal forehead. His eyebrows are serious, but warm and inviting, as are his eyes. The hazel brown retina is glazed with a golden hue and shades of blue and green. His shoulders are broad and sturdy, his musculature hardened and toned from years of survival. He is missing half of his left ring finger, cut off at the first joint. It has healed over cleanly and now a raw stub remains.

Character Traits:
Confident
Cautious
Never hesitates in his convictions and actions
survivor
Quick thinking
Instinctive
Loves writing
Bad social skills
seasickness
over attachment to sentimental items

Strengths: His lack of hesitation means that he can do things that other may not be up to. His convictions are very strong.

Weaknesses: His bad social skills make it difficult to interact with other humans when he comes in contact with them. His seasickness makes it nearly impossible for him to travel by boat.

Skills:
Master: Hunter
Expert: Scavanger
Adept: Reading/Writing
Apprentice: Tool making
Novice: Camouflage
Natural: Singing and good memory
Mutation: Improved digestive system
Mutation: Improved Low-light vision
Power Details: Salidial Influence:
Multiple Abilites: Yes
Define: Salidium, a mineral brought to Earth from space via the meteor Apophis, is a radioactive ingredient that has different effects on different people and species. Staphylococcus aureus is a common Earth born bacteria that evolves rapidly to counter anti-biotics. When Apophis hit, it left its own bacteria, a kind of bacteria that evolves to bread with other bacteria and has an affinity to be affected Salidium’s radioactive properties.

    After breading with Staph, the new bacteria, A-Staphylococcus aureus, spread rapidly throughout the world, along with other mutated strands. Each of these affected the nature in different ways. The A-staph began to go extinct as more and more aggressive evolutions of bacteria pressed harder, until finally the A-staph, with its natural affinity for evolution, sacrificed its ability to spread rapidly for a major resistance to all other mutant bacterial forms. The negative effects of earthborn staph were removed as well, so as to prevent death in the host.

   This left the few hundred people affected by A-staph entirely immune to hostile bacteria, however, they also became immune to almost any form of medication. The bacteria evolved to effect the host’s mind, forcing the host body to accept the bacteria as friendly. Now the bacteria can only be transferred through direct blood contact.

   Initial withdrawal in a new host in immense, initiating a temporary comatose state while the bacteria invades. The effects are instantaneous. After a very short 4-6 hour cycle of time, the host awakens fully afflicted by the bacteria.

   The alien-bacteria interacts with Salidium in different ways depending on the bacteria it combines with. However, its natural evolutionary process is incredibly rapid and this becomes apparent in the host. It is necessary for the bacteria to keep the host alive until it can spread to another. This means that rapid mutation is a must. Instead of the millions of years it would take for natural mutation to occur, the bacteria speeds the process, allowing mutation to take place fully within a three year period.

   A-staph, having a doubled focus in evolution and being the first mutant bacterium, is affected the most by the mineral Salidium, a multi-shaded gem with two variations in color: golden yellow and deep purple. Salidium’s radiation alters matter in such a way that random terraforming is a natural occurrence at ground zero. The ability for A-staph to evolve allows a certain control over the effects of Salidium through the host brain cerebral cortex.
   This three to four year evolutionary process has come to be known as the Salidial Mutation.

Primary Feature(s): Salidial Chain: All abilities are connected to the user by the Salidial Chain, a yellow flash of light that looks similar to an aurora borealis. It cannot be damaged or severed, but restricts the capabilities of the user. All abilities sound with a heavy snap-hiss when used.

Ability 1: Utility: Salidial Shift: A short range teleport. When used a thunderous noise signals the instantaneous disappearance of all matter within a one meter radius of the user. For a split moment in time, nothing exists in that space until the air fills the hole with a rushing bang. When the user arrives at his destination, all matter taken with him is reformed in that location. The matter that is transported is often forced to combine with the matter in the new location, causing chemical imbalances in the air and creation of new materials, some of which are toxic or unstable. The path that the user is traveling is traced by a streak of golden light that is the Salidial Chain. It is only visible for a split second. The range of the teleport is limited to about 15 meters.

Ability 2: Utility: Salidial Grasp: A telekinetic power. The Salidial Chain connects to a location of choice and wrap around all desired matter in the area. The grasp is not entirely accurate as the Salidial Aura takes the form of a ball with the object floating in the center. However, just like Salidial Shift, all matter around the object is moved as well, including the air. The target must be in sight of the host for the chain to reach. The object weight is also limited, along with the distance from the user that the subject can be.
 
Ability 3: Combat: Salidial Blade: A combat ability. The matter wherever the user desires (as long as it directly contacts his body), is hardened and encased in a Salidial Aura, taking the form of a yellow blade. This is most commonly used to turn air into a blade. This blade can be hardened or softened to cut through different objects. At maximum hardness level, it is harder than diamond and sturdy as steal. At the softest, it can be used as a comfortable pillow. The blade’s length can be altered, but has a maximum.
 
Ability 4: Defense: Salidial Shield: The matter around the user is hardened, encasing him in a transparent golden ball. The matter can take heavy loads of punishment, but enough brute force can break through. It will not protect the user from falls exceeding 40 feet.

Ability Drawbacks: There is the obvious issue of alteration of the environment through influence of matter and chemical composition. This can have severe repercussions if used without careful consideration of the user’s surroundings. There are also the massive amounts of energy that the abilities consume. Over-exhaustion is a constant threat when the powers are being used in rapid succession. A consistent diet is necessary if the powers are to be used regularly.

Weapons: An old handgun that his father found in a safe a long time ago is in terrible condition. He carries a hollow-handle survival knife with a compass pommel. The remains of an old hunting rifle, that has been broken for a very long time, is strapped to his back.

Clothing: An old pair of filthy blue jeans. They fit him well enough. So does the khaki short-sleeve button up that he wears over a white Wife Beater. He wears hiking boots with worn soles and long white socks. Wrapped around his waist is a light leather jacket.

Equipment: A small travel backpack with a metal water bottle, a thermos, a short length of chain, a small roll of rope, a spool of thread, and a single needle. Inside his knife, he has a fishing hook, a AA battery, fishing line, two matches, and a sliver of paper to pack it all in tightly and keep the items from ratting about inside. He has flint and steel in his pocket, and an empty bottle of aspirin in the other.

Personal Possessions: He wears his father’s wedding ring on his left index finger. He carries a deck of playing cards in his backpack along with a pencil stub and a journal that’s running out of pages.

Bio: Born in 2037, the year of deception, Alistair was the son of two drifters who had survived the Cataclysm. These drifters were some of the few thousand that survived above ground. Most of the remnants of humanity survived in bunkers, subway stations, and caves. It wasn’t until 2050 that all of the dust had finally cleared from the Apophis collision. He was raised on the east coast, a ways away from the wake of Yellowstone and the effects of the meteor. None the less, in his life and his parents, the area was still a wasteland.

    When he turned 13 in 2050, the year of light, he was scouting with his father while his mother maintained the camp. On the mission, his finger was bitten off by a mutated dog after his father had put a bullet in its throat. The dog and its yellow tinted eyes with its mouth full of blood managed to transfer the A-staph bacterium into his bloodstream. As his father patched the wound, Alistair passed into a coma.

   His father had passed to him the mutation of eyesight through the bacteria that he had been afflicted with. A small amount of his mother’s bacteria was also present, but it had grown innate. Slowly the A-staph began to take over his body, consuming the other mutant bacteria and improving upon its capabilities. By the time he turned 16 in 2053, the year of perversion, he had developed not only better eyesight than his father, but a drastically improved digestive system as well. Alistair and his parents were oblivious to the presence of A-staph in his body.

   In 2054, the year of the savior, a group of bandits came across Alistair’s family. His mother was raped and beaten and his father was severely injured. The boy managed to escape with his father but his mother was lost. His father died from his wounds three days after Alistair turned 17. The boy, now alone in the world, had nowhere to go but back. He went to find the bandits and his mother. Using the hunting skills he’d learned through years of survival in this incredibly hostile environment, he tracked them to a broken down farm 25 miles south west of Boston. He snuck into the barn’s rickety upper level and intruded on their conversations. One of them mentioned having regretted killing the whore they’d kept from Lexington. Alistair knew what this meant. He truly was alone. This infuriated him. Hurt him. He’d dealt with bandits before, but none of them had outright attacked his family for no reason. He wanted these men dead.
Logged



"The really bad words are filtered but thats about it. We dont bitch too much about casual swearing, but dont be an ass about it." - Ultra
Dominix v2 SY

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 #77 on: May 15, 2013, 02:33:50 PM »

Tas...very cool and has flavor throughout  Smiley

If you are getting ready to turn it in, a couple thoughts...early on there are a couple typos "bread" rather than "breed"...the format of the sentences, some have one or two space indents and others are left flush...I would include a single entry tingler at the beginning of the bio sheet.

A descriptive teaser to gain the interest and focus of the reader/teacher.

(example)

Peter Parker, a mild mannered high school student with with an innate genius for science, is bitten by a radioactive spider and gains amazing powers of strength, speed, and endurance as well as the ability to cling to any surface with ease...the Spiderman is born.


Something like that...a teaser that makes the reader want to look through the bio for details.

Looks good to me  Cheesy
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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 #78 on: May 19, 2013, 04:19:23 AM »

You are a mutate.

You stock form, foundation before mutation, is either...(one of these)

1. Lagomorpha (rabbits and hares)

2. Sciuridae (tree/ground squirrels, chipmunks, marmots, etc.)

3. Chiroptera (bats)


Then choose your form modifications (up to 3 choices)...assumed a 4th would be human level intelligence Smiley

1. hands/modified paws

2. vocal chords

3. bipedal/modified skeleton

4. heightened animal ability (hare-running, squirrel-climbing, bat-flying)

5. heightened animal sense (hare-hearing , squirrel-vision, bat-hearing)

6. anthropomorphism/partial humanoid appearance

7. new sense (night vision, tracking smell, parabolic hearing, etc.)

8. extra limbs (another set of legs or arms)


Cheesy
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Light side points please Smiley

Tasardur
Nerf Herder
Knight Commander
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Force Alignment: 225
Posts: 2275


As a Jedi, I prefer Lightside points.


« Reply #79 on: May 19, 2013, 06:30:49 AM »

You are a mutate.

You stock form, foundation before mutation, is either...(one of these)

1. Lagomorpha (rabbits and hares)

2. Sciuridae (tree/ground squirrels, chipmunks, marmots, etc.)

3. Chiroptera (bats)


Then choose your form modifications (up to 3 choices)...assumed a 4th would be human level intelligence Smiley

1. hands/modified paws

2. vocal chords

3. bipedal/modified skeleton

4. heightened animal ability (hare-running, squirrel-climbing, bat-flying)

5. heightened animal sense (hare-hearing , squirrel-vision, bat-hearing)

6. anthropomorphism/partial humanoid appearance

7. new sense (night vision, tracking smell, parabolic hearing, etc.)

8. extra limbs (another set of legs or arms)


Cheesy

Lagomorpha: 3,6,7

(Mute)

New Sense: Smell.

Bipedal modified skeleton: Humanoid stance.

Human modifications: Can blend in with human beings. (Rabbit ears and tail covered by pants and a hat.) No excess fur. Very human in appearance.


Chiroptera: 3,4,5

Skeletal structure: Vastly increased size.

Improved hearing.

Flight.


Sciruridae: 2,4,7

Human communication.

City dwelling climber.

New Sense: Pinpoint hearing
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"The really bad words are filtered but thats about it. We dont bitch too much about casual swearing, but dont be an ass about it." - Ultra
Dominix v2 SY

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 #80 on: May 19, 2013, 02:50:41 PM »

Fun times!

I could go with all three types also Cheesy


Lagomorpha/jack rabbit
2. vocal chords
4. heightened animal ability...hare-running
7. new sense...alpha/life sense (ties in with hearing, the larger the life form the louder the clicks)

Sciuridae/tree squirrel
2. vocal chords
5. heightened animal sense...squirrel-vision
8. extra limbs...extra set of arms

Chiroptera/bat
2. vocal chords
7. new sense...telescopic vision
8. extra limbs...extra set of arms



One of the combinations of words from your last post cracked me up  Smiley


Human modifications: Can blend in with human beings. (Rabbit ears and tail covered by pants and a hat.) No excess fur. Very human in appearance.


Rabbit ears covered by pants and ears and tail covered by a hat...I am sure he would fit right in...you kill me!

Cheesy
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Light side points please Smiley

Tasardur
Nerf Herder
Knight Commander
*

Force Alignment: 225
Posts: 2275


As a Jedi, I prefer Lightside points.


« Reply #81 on: May 19, 2013, 09:29:30 PM »

Fun times!

I could go with all three types also Cheesy


Lagomorpha/jack rabbit
2. vocal chords
4. heightened animal ability...hare-running
7. new sense...alpha/life sense (ties in with hearing, the larger the life form the louder the clicks)

Sciuridae/tree squirrel
2. vocal chords
5. heightened animal sense...squirrel-vision
8. extra limbs...extra set of arms

Chiroptera/bat
2. vocal chords
7. new sense...telescopic vision
8. extra limbs...extra set of arms



One of the combinations of words from your last post cracked me up  Smiley

Rabbit ears covered by pants and ears and tail covered by a hat...I am sure he would fit right in...you kill me!

Cheesy

Darn it, lol.

You understand what I meant though. GAH. Grammar....
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"The really bad words are filtered but thats about it. We dont bitch too much about casual swearing, but dont be an ass about it." - Ultra
Dominix v2 SY

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 #82 on: May 23, 2013, 06:43:56 AM »

If anyone is interested I have a random mutant generation table I have been working on, for a long time lol, and I will run you through the mutate machine and see what pops out the other end  Smiley

(when asked to pick a number, high or low does not establish better or worse, random is the key word)

(think Thundarr the Barbarian type of setting)

<a href="http://www.youtube.com/watch?v=eLi9NNvia0Y" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=eLi9NNvia0Y</a>


I just need a couple bits of input...

13 numbers 01-100


I ran my 13 numbers through and got this...


human mutate
parents were both mundanes (non-mutants)
sold as infant into slavery
apprenticed as a Wasteland Warden (roving guard in the badlands)
minor magical talent...sense magical energies (smell)
minor mutation...regeneration (based upon food fuel, quality volume in boosts healing factor)
major mutation...immortality (does not age beyond established maturity...random age 16-36 = 29)
minor mutation...advance digestive system (eat any organic material)
minor mutation...heightened sense (tracking smell)
minor mutation...lie detection
major mutation...teleport (line of sight, limited to endurance rating in uses)
major mutation...heightened stats (random bonus value added to each stat in order...+1 to +3
minor mutation...night vision (equal to day vision)

then calculate chance of defects due mutations...10% for minor and 25% for major...
minor mutations...5x10%= 1@50% or 5@10%
major mutations...3x25%= 1@75% or 3@25%

I chose one roll on minor defects 01-100, 50% or below equals at least one defect...71% no defect


I chose 3 rolls on major defects 01-100, 25% or below equals at least one defect...41%, 81%, 04% one major defect...complete albino : no resistance to UV and sunburns easily, weak eyes near blind in bright light without filters, white skin, pink eyes


Yay mutants!

Cheesy
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Light side points please Smiley

Tasardur
Nerf Herder
Knight Commander
*

Force Alignment: 225
Posts: 2275


As a Jedi, I prefer Lightside points.


« Reply #83 on: May 23, 2013, 06:56:53 AM »

Okay...so...access to this random generator would be really really nice...like really though... please...

I find this fascinating and I have been inspired to create a post apocalyptic world of my own based on some of these principles. The generator would be great....
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"The really bad words are filtered but thats about it. We dont bitch too much about casual swearing, but dont be an ass about it." - Ultra
Dominix v2 SY

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 #84 on: May 23, 2013, 07:09:08 AM »

Okay...so...access to this random generator would be really really nice...like really though... please...

I find this fascinating and I have been inspired to create a post apocalyptic world of my own based on some of these principles. The generator would be great....

Lol...not right now, I am talking with a publisher and also with an investor (minor at $3000 but still money none the less).

I can run your numbers though!

If you need a basic list I can certainly pass along one of the other tables I have collected/made over the years...I have many. 

13 numbers 01-100  Cheesy
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Light side points please Smiley

Tasardur
Nerf Herder
Knight Commander
*

Force Alignment: 225
Posts: 2275


As a Jedi, I prefer Lightside points.


« Reply #85 on: May 23, 2013, 04:09:30 PM »

Okay...13 numbers...
9
17
23
52
64
99
80
31
45
72
11
2
77
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"The really bad words are filtered but thats about it. We dont bitch too much about casual swearing, but dont be an ass about it." - Ultra
Dominix v2 SY

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 #86 on: May 23, 2013, 04:46:10 PM »

human mutate
unknown parentage...abandoned as infant
raised by beastial/fell humanoids (beastmen)
experienced tracker
experienced hunter
apprenticed as Seeker (eyes and ears for Lighthouse keepers)

minor magical talent...magic resistance (make two saving or effect checks)

major mutation...chimera (bat)...adv hearing, echo location, vestigial wings/membranes, full bat like face/head, limited sonic attack

minor mutation...limited gravity control (temp alter personal weight by 50%)

minor mutation...web spinneret (thin strings of sticky webbing that cause entanglement and or reduced dexterity) 15' range, endurance score equals times per day

minor mutation...animal empathy (swarm) character controls a swarm of small insects (player choice, though non poisonous or highly dangerous) via simple commands, can see what they see if still and completely focused (endurance based uses)

minor mutation...claws (feet) knife relative damage potential

minor mutation...fur (mane) provides soft armor to neck, base of skull, and center of back


Defect checks...

Major mutations 1@25%...(rolled for you) 29% none

Minor mutations 5@10% or 1@50%...which do you choose?
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Light side points please Smiley

Tasardur
Nerf Herder
Knight Commander
*

Force Alignment: 225
Posts: 2275


As a Jedi, I prefer Lightside points.


« Reply #87 on: May 23, 2013, 04:51:54 PM »

5@10% Smiley

This is really cool by the way.
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"The really bad words are filtered but thats about it. We dont bitch too much about casual swearing, but dont be an ass about it." - Ultra
Dominix v2 SY

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 #88 on: May 23, 2013, 05:30:23 PM »

5@10% Smiley

This is really cool by the way.

Hey thanks! This is sorta my thing...ok one of my things Wink

5@50% (spins online random generator)

59
30
95
17
65

No more defects (shakes fist at the gods)

Lol

In a real game setting I allow for selection of minor and major mutations as a slot from the remaining 13...but...each selection is at x5 towards defects.

So if you picked Major mutation : shape shift (temp any form but still same body value)...this would normally be at 25% risk of major defect but due x5 is a 125% or 1 major defect and 25% for a second.

But the option is there.

For those looking for a more x-man pretty mutant, trade in 5 of the remaining 13 for a major and 3 for a minor mutation at no risk of defect. The mutation is still at random selection though.

Hand picked mutation win no defect risk is 10 or 6; major or minor.

There are options Smiley
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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 #89 on: May 24, 2013, 01:43:28 PM »

5@50% (spins online random generator)

Sigh...I was typing on phone...5@10% lol.

What sort of post apoc setting are you looking at for your current creative project?

Cheesy
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Light side points please Smiley

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