03-09-2015, 12:47 PM | #21 |
Join Date: Jan 2015
Location: UK
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Re: Return of the Gods (shared campaign)
One more detail that raised an eyebrow: How exactly are the females able to fool drug screenings, again?? o.O
Wouldn't the tests quickly adapt by examining the, um, discharge instead? |
03-09-2015, 01:22 PM | #22 |
Join Date: Jan 2015
Location: UK
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Re: Return of the Gods (shared campaign)
The cultural impact would likely be huge. I'd expect licensed graphic novel franchises, TV shows, and big screen movies, at least for the mutants that would qualify as heroic in the public opinion.
Given the across-the-board good looks, modeling gigs and product endorsements are probably the norm and a good way to earn at least a modest income. Participation in competitive sports with normals would probably be banned; I have no idea if mutant-only leagues are feasible or if, given their personalities and powers, such games would end in violence. Then again, mutant gladiator-type sports could become a thing, if only underground. With the specific disadvantages of mutants, it's somewhat unlikely that any would be considered role models for kids, but many would likely hope to be a mutant when they grow up. Toy companies would certainly find ways to make money off that. Shadier companies preying on kids' dreams or parents' fears might offer "tests" that can supposedly determine whether a child will manifest. Most are quickly exposed as fraudulent, but for every detection scam that gets shut down, two more pop up. Teen magazines would be full of advice articles like "What to expect when dating a mutant", "Decode mutant flirt signals" and "Mutant fashion - how to prepare your wardrobe for your manifestation". |
03-09-2015, 02:26 PM | #23 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Return of the Gods (shared campaign)
MUTANTS (Templates female)
Quote:
So, how would you spend the point it frees up? For Type I females, I gave 'em general irritability modeled as minor addiction; even coffee will assuage it, just a slightly more severe issue than what mutants get generally. I did that only because I needed to squeeze out one more point, and I'm happy to get rid of it, but that leaves the question of what to do for the big girls. |
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03-09-2015, 02:29 PM | #24 | ||
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Return of the Gods (shared campaign)
CULTURE (Popular)
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Quote:
Last edited by Gef; 03-09-2015 at 03:07 PM. |
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03-09-2015, 02:41 PM | #25 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Return of the Gods (shared campaign)
Glossary started on post #6 of this thread.
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03-09-2015, 03:25 PM | #26 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Return of the Gods (shared campaign)
MUTANTS (Mutant Personality Complex)
Quote:
Looking at the point cost, it should be about as bad as one fullblown disad (plus the Fanaticism). I wouldn't call it bughouse nuts, but I'd like a second opinion. Would you say that someone with this collection of traits is beyond socialization? Do you know of real-world people who function with a collection of quirks similar to MPC? Bearing in mind that mutants experience diminishing control rolls per hour powered-up without sex, how bad is it after a few hours. I assume that bughouse nuts is achieved between control roll 15 and 12, hence "5hr Energy," the idea that mutants free to set their own schedules will set aside every fifth hour for relief. |
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03-09-2015, 03:42 PM | #27 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Return of the Gods (shared campaign)
Mutants (Templates Hyper)
Mutants have a gift, superhuman strength and agility, but some (about a quarter) are a little more gifted than the rest. In addition to more strength and agility, they experience measurable cognitive enhancement while powered up, and they can breathe underwater though they tire more quickly, and they can see the "spirits" that some mutants project. Code:
Hyper 20 IQ +2 (Awe/Terror, Scant) 6 Awe/Terror, Potential (Compulsive Carousing and Uncontrollable Appetite for Sex 12, Muggles Only, Power Mod, Scant) 2 DR +2 (Eyes, Awe/Terror, Scant, Tough Skin) 1 Doesn't Breathe (Awe/Terror, Oxygen Absorption, Scant, Alt to Very Fit) 1 Field Sense (Double Range) 11 See Invisible Spirits (Awe/Terror, Partial Exclusive, Scant) and Ghost Strike (Awe/Terror, Costs 1FP, Scant) 1 Alt: Compartmentalized Mind ½ (Awe/Terror, No Separation, Scant, TK Only) 1 And Alt: Mind Shield 6 (Awe/Terror, Only Against Mutant Powers) 2 Alt: Danger Sense (Awe/Terror, Scant) 1 And Alt: Sensitive (Awe/Terror, Scant) 4 TK +4 (Awe/Terror, No Move, Self Only hence Visible) |
03-09-2015, 04:13 PM | #28 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Return of the Gods (shared campaign)
MUTANTS (Templates Teen)
Official templates have choices, 5 skills chosen from a list of 10. The way I see it, the choices are open-ended. Instead, I make reference templates for NPCs and modify them in my head as needed. Sure, every quickly drawn mutant is based on one of these four templates, but with a name, a catchphrase, and a bit of physical description, not to mention their powers if any, they don't necessarily seem to be all the same. Code:
Geek 100 80 IQ +4 5 Eidetic Memory 5 Every Kid: Bicycle, Comp Op, Games (Console), Hobby (SciFi), Swim 5 Smart Kid: History (US), Lit (English), Public Speech, Research, Writing 1 Biology 1 Chem 1 Computer Program 1 Electronics Op (Specify) 1 Math (applied) Code:
Jock 100 33 ST +3 43 DX +2 8 MV +1½ 5 Every Kid: Bicycle, Comp Op, Games (Console), Hobby (Specify), Swim 5 Social Kid: Carouse, Current Affairs (Pop), Fast-Talk, Intimidate, Sex Appeal 4 Sport (Specify) 2 Sport (Specify) Code:
Punk 100 11 ST +1 43 DX +2 1 Alt: Per/Will +2 (Awe/Terror, Powers Only) 10 Spd +½ 1 Dabbler: Driving (Bike, Car) 5 Flexible (Type II), or Acute Vision +2 and Night Vision 1 (Type I) 1 One Task Wonder: Merchant (Drugs) 5 Every Kid: Bicycle, Comp Op, Games (Console), Hobby (Skateboard), Swim 5 Social Kid: Carouse, Current Affairs (Pop), Fast-Talk, Intimidate, Sex Appeal 1 Body Language 1 Climb 1 Escape 1 Fast-Draw (Specify) 4 Filch 1 Guns (Pistol) 1 Holdout 1 Knife 1 Lockpick 1 Mechanic (Auto) 1 Observation 1 Scrounging 1 Stealth 1 Streetwise 1 Urban Survival Code:
Sosh 100 11 ST +1 40 IQ +2 5 MV +1 4 Appearance +1 5 Charisma +1 5 Language (Accented) and Culture (Specify) 5 Every Kid: Bicycle, Comp Op, Games (Console), Hobby (Specify), Swim 5 Smart Kid: History (US), Lit (English), Public Speech, Research, Writing 5 Social Kid: Carouse, Current Affairs (Pop), Fast-Talk, Intimidate, Sex Appeal 2 Dance 1 Driving 1 Expert: Natural Philosophy (takes the place of science and math skills) 1 Geography (Political) 4 Performance 1 Politics 1 Religious Ritual (Specify) 1 Savoir-Faire (High Society) 1 Sing 2 Sport (Specify) With high ST and HT even powered down, mutants make great athletes, especially if they have a form of Fanaticism that focuses their effort. With their personality complex and a different kind of fanaticism, they could well become slackers, rebels, or even juvenile criminals. With their looks, they can be popular. To some degree, every mutant transcends the usual high school stereotypes, but they're still differentiated among themselves and these labels make a convenient shorthand. Last edited by Gef; 03-10-2015 at 09:36 PM. |
03-09-2015, 04:32 PM | #29 | |
Join Date: Jan 2015
Location: UK
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Re: Return of the Gods (shared campaign)
Quote:
However, especially considering that each individual will likely exaggerate one disadvantage and subdue the others, I think this fits the theme of the campaign rather nicely. After all, these mutants inspired the pantheons of Roman, Greek, Norse and other mythologies; and the gods of legend were almost invariably ill-tempered or lecherous or partial to wine or... you get it. So, yes, it will be hard (but not impossible) to fit in (except among others of their kind), but that is the point, isn't it? |
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03-09-2015, 04:53 PM | #30 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Return of the Gods (shared campaign)
GAME MECHANICS (Concept History)
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supers |
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