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Old 02-26-2017, 08:00 AM   #14
Bruno
 
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Join Date: Sep 2004
Location: Canada
Default Re: [ATE] Freaky Freakishness

Quote:
Originally Posted by lordabdul View Post
Yes, so that's exactly what I'm saying. It seems that ATE tailored the Freakishness rules in a way where the expectation is to be able to have dozens of mutations (100+ points) before side-effect/reactions become too much of a problem, whereas in my game I wanted to put that limit way lower at a couple mutations only...
I think you're exaggerating the numbers there.

Regardless, you probably want to change the ratio between reaction penalty and Side Effect at the very least, and perhaps add more Distinctive Features. If you make Freakishness = Point cost (and remember, that makes the advantage free but balanced by a big pool of disadvantages) you'll end up with zombies very quickly.
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