kickstarter rules preview #4 2015...
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MUTATIONSMutations originate from genetic instabilities introduced by the extinct P-Virus, and are no longer contagious. But because of remnant fears from the Millennial War, mutants are seen as malicious beings bearing diseases. As a result, these genetic deviants are often driven underground.
The fear of the psychotic tendencies is not completely un-founded. A very small amount of mutants have altered brain chemistry, similar to the Prodigravus. This causes decreased self-control, increased aggression, and inability to distinguish reality from fantasy.
The most hated kind of mutant is a “sleeper.” These are humans with corrupt genetics that appear completely nor-mal. Their unstable DNA lays dormant unless triggered by adrenaline. So if involved in a career of violence, sleepers suddenly discover they aren’t quite human.
LEVEL 1 MUTATIONSIf a body implant you have conflicts with a mutation you have (such as cyber eyes conflicting with the dark vision mutation), you lose access to that ability while the implant is installed.
Acid BloodTrait Point Cost: 4Requirements: Organic body, Toughness 1Your veins course with an unnatural chemical mixture. Whenever you take damage from a striking weapon, near-by characters are hit with a splash of your dangerous blood. All adjacent characters take damage equal to your Toughness.
AnaerobicTrait Point Cost: 3Requirements: NoneBecause you no longer breathe, you look unnaturally stiff and almost corpse-like. You cannot suffocate, and superi-or homeostasis makes you immune to temperature threats from a cold vacuum.
Freakish DeformityTrait Point Cost: 4Requirements: NoneYou develop a grotesque deformity that is difficult to hide. You decide its appearance, but it permanently causes -2 to Influence rolls in social situations. However, your mutated state grants other benefits. Add +1 to any Attribute except Nerve or Influence.
Mega GripTrait Point Cost: 4Requirements: Organic BodyYou grow oversized hands and extra fingers. You get +0 ATT +3 DMG to attacks made with your fists. You get +2 to Takedown attempts against adjacent enemies.
Perfect Sneak Trait Point Cost: 3Requirements: Speed 1Your body moves with unnatural grace. You gain +2 to Speed rolls when trying to avoid detection.
PheromonesTrait Point Cost: 2Requirements: Influence 1You have an intoxicating smell that makes you hard to re-sist. You get +1 to Influence rolls to socially interact with any breathing creatures within 10 feet of you.
Super Senses Trait Point Cost: 3Requirements: Awareness 2Your eyes and ears are large and extremely sensitive. Whenever you make an Awareness roll, make two rolls and use the highest one.
Runner Trait Point Cost: 3Requirements: Speed 2You have sinewy legs and a wide gait. You may move up to 6 squares with every move action instead of 4.
Tough Guy Trait Point Cost: 3Requirements: Toughness 0Your skin becomes unnaturally thick and forms visible scales. You get +1 to your Armor Defense.
VampirismTrait Point Cost: 4Requirements: Organic BodyYour body uses the blood of others to heal in freakish ways. If you drink the blood of a recently dead human or mutant, you recover (your level x 4) HP and cleanse your body of any poisons and disease.
Right,/law,/and/industry/gave/way////Where’er/his/selfish/rule/had/sway;///And/so/corruption/seized/the/swarm,//Who/plundered/underneath/his/arm./////////////////////////////////////////
FUTURE PREVIEWSThis document only contains a very limited preview of the game rules. The following will be sampled in future updates:
Game masteringVehicle rules
Equipment & Implants
Previous updates:#1 – Rules & Story Overview
#2 – NPC Generator#3 – Character Creation
THANKS
© 2015 WILL POWER GAMES
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