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Old 03-09-2015, 05:31 PM   #31
Curmudgeon
 
Join Date: Sep 2011
Default Re: Return of the Gods (shared campaign)

SCIENCE (Origins Theories) (Canada NDRB Theory of Mutation)

I'm still roughing out the members of Black Flight and I'll be posting the rough potted biography of Black Maria here. I've posted some material in Gef's campaign thread that wasn't quite usable as the campaign was already underway.

I'll be re-posting that material, along with the details of Black Flight and the Commonwealth Mutant Training Plan here. I hope to pull it altogether in one piece rather than spreading it out in bits and drabs over several posts. There is an RCMP team of two mutants, teasingly nicknamed Bon Cop/Bad Cop. They may be ready before Black Flight is completely statted out.

First, the NDRB of Canada's Theory of Mutation (which contradicted a couple of key points in the base campaign theory). [Even if it is wrong, it may still end up as the theory NDRB is using.]

The NDRB [National Defence Research Board] has a working, testable theory on the mutants, but they are taking the testing slowly, so as not to add stress or trauma to the mutants in the program. In this theory, the baseline mutations are seen to be a belated evolutionary response to environmental stress. Type I and II mutants represent divergent speciation within Homo sapiens.

It has long been recognized that human muscle tissue unlike that of say chimpanzees does not transmogrify into an adult form but remains in the juvenile form throughout one’s lifetime. Type II mutants in contrast, not only develop a greater mass of muscle tissue but the muscle tissue corresponds closely to transmogrified adult muscle tissue of other mammals. Type I mutants appear to have a different adaptation which seems to increase the ‘quality’ of the muscle without changing bodily proportions. Measurements of Type I mutants does note an lesser increase in mass compared to type II mutants, approximately 10% greater than that of a comparable human control test subject. It is proposed that Type I mutant muscle tissue is different from normal human tissue at birth but the transmogrification is triggered by hormonal changes accompanying puberty. Because the hormonal changes occur before they manifest in the accompanying physical manifestations of puberty, they are often mistaken as pre-existing in Type I mutants. Type I mutants are more easily irritated than Type II mutants because the process of transmogrification is physically painful. In layman’s terms, Type I mutant muscle tissue changes from stretching like a rubber band to stretching like a coil spring, which gives the tissue greater power in contraction and expansion for a slight cost in increased mass.

It is also noted that both Type I and Type II mutants are somewhat thicker than most of humanity. This is a response to the requirement for increased space as a result of centerline pairing. Type I and II mutants have for example, two hearts, two livers and two stomachs, paired back to front.

The NDRB theory does ascribe a psychic [psionic] component to the mutation and posits that this psychic aspect is powered by the two brain lobes altering from two somewhat specialized hemispheres of a single brain to two fully functionally brains in communication down the front to back centerline.

Unusual mutant adaptations suggest that mutant DNA is different from regular human DNA, most probably by being longer than regular DNA. It is posited that the lowered fertility rate of both mutant Types is the result of aggressive cannibalization of other ova/spermatozoa . It is expected that ova/spermatozoa of mutants will be approximately 20% larger by volume compared to that of normal humans. It is also expected that an examination of the ovaries will discover a reduced count of viable ova. Current thinking is that a bit over 60% of pre-existing ova are destroyed with an approximate efficiency of 33% for the gaining ova.

CAT and MRI scans are expected to confirm most of the theory, while the reduced ova account will have to await autopsies. Being young, the mutants have a 60% sign-up rate for donating their bodies for scientific study after death. [The NDRB is in no hurry about this.] ova/spermatozoa size increase has so far been borne out by samples collected during ejaculation/menustration.

Open sources in the US, eg. newspaper articles, coupled with the self-reports from program mutants suggest that the environmental stress causing the mutation is pollution, specifically air pollution. Mutation is seen as primarily occurring in urban areas, with badly polluted cities such as Beijing, Los Angeles and Toronto being major spawning sites for mutants. This is held to be why the Canadian mutation rate is about a third that of the American rate after differing population sizes are accounted for.

The NDRB has noted that mutant research and a mutant cultural accommodation program should be a national priority as the mutation rate is now tentatively extrapolated to be increasing exponentially witrh 50% of the world’s population being Type I or Type II mutants with in five generations [approximately 2105]. The vast majority of this theory has been given a Top Secret classification under the Official Secrets Act.

Last edited by Curmudgeon; 03-10-2015 at 04:56 PM. Reason: added tags
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Old 03-09-2015, 05:41 PM   #32
Curmudgeon
 
Join Date: Sep 2011
Default Re: Return of the Gods (shared campaign)

MUTANTS (Teams) The Black Flight

Perhaps surprisingly, most mutants have joined the Canadian Forces. Mutants aren’t considered to provide a particularly noticeable increase in firepower to the CF. What the government does hope to accomplish is to channel the mutants aggression and to develop an ethos within the mutant community that will neutralize the potential for mutants to go off half-cocked. Consequently, a great deal of thought has been put into the unit and its structure.

An early consideration was that the unit ethos should encourage self-control, particularly regarding alcohol and recreational drugs. It was therefore decided that the mutants would at least officially be part of the Royal Regiment of Canadian Artillery as the regiment has always had a “party hardy” attitude coupled with a successful safety attitude that “no one wants someone operating the guns while they’re drunk or high”.

Since Canada only had a dozen native-born mutants, it was decided that the unit would necessarily be small. It was also decided that a tradition of courage, flamboyance and heroism wouldn’t hurt recruitment. Coupling comic books with history, it was decided that the Black Flight would be officially re-activated and re-designated as an artillery unit. The unit would be given uniforms that strongly echoed the traditions of the original Black Flight. In place of all-black aircraft, the dress uniform is midnight black and, as with the original aircraft, the only relief is a white name (on a black nametag).*

Officially, the Black Flight is a unit of the Primary Reserve which would normally mean the unit would parade one night a week and one weekend a month. The government didn’t feel that was adequate for purposes of socialization, so it has put the unit on Class B call-out service (On duty seven days a week for eleven months of the year. CF recruitment regulations are relaxed regarding ages for the Black Flight, you can join without parental consent at fifteen, with one parent’s signed consent at fourteen and with the signed consent of both parents at thirteen. Membership can be applied for at less than thirteen years with the consent of both parents, subject to approval by the Minister [of National Defence]. The physical examination requirements are being adjusted for the younger members and are currently based on the Bronze level of the Canadian Personal Fitness program for students.

The government has bought and expanded the former resort of Silver Birch between Moose Lake and Cedar Lake in Manitoba as the main site for the program. The Silver Birch Lodge is now the home station for the Black Flight. The NPP [non-public property] of the original Black Flight is being brought out of storage and used to decorate the home station. Some pieces are still in the process of being located but the overall effect is ‘instant tradition’ coupled with an intimate coziness.

All the members of the Black Flight are mutants and officers despite their youth. In fact, the Black Flight is an all-officer unit. Canadian military views on the chain of command make this less of a problem than it first appears. Enlisted support personnel, such as the cooks, belong to CFS Silver Birch Lodge Garrison which is a separate military unit from Black Flight. As such, no member of the Black Flight should ever even think about giving an order to a member of the Garrison. As is the case elsewhere in the CF, they could do so and expect the "lawful command" to be obeyed but they could also expect to be gently ragged on, up one side and down the other by the Garrison Commanding Officer, who incidentally also holds the appointment Station Commander with a rank of major, for interfering with the natural chain of command in his unit. A member of the Black Flight might do it once but he'd never do it a second time. Outside the Black Flight itself, the only real effect of rank is that the members of the Black Flight get paid compliments (saluted or given an eyes right) when they and another member meet. Traditionally, unless specially called into an officer's presence, compliments are only paid on first meeting the officer for the day and on dismissal at night. Members of the Black Flight are required to return compliments, so the enlisted men can make life hell in terms of paying compliments if a Black Flight member should get too obnoxious. They outnumber the members of the Black Flight by a significant margin, so they can wear a member's arm out by being just a little too punctilious about paying compliments.

Rank within the flight has been awarded based on the ability of the officer to lead the other members without having to resort to "You'll do it because I'm a captain and you're a lowly second lieutenant. Now get moving."

It has been posited that mutants need to be stimulated by new mental and physical challenges to a greater degree than normal humans do. Mutants in the proto-Commonwealth Mutant Training Program, and the Black Flight on weekdays, spend an average of three hours each morning and three hours each afternoon at university level lectures. The lectures are transmitted live from the best universities across the nation. For example Osgoode Hall at U of T provides lectures leading to a law degree, McGill University provides medical lectures and McMaster University provides high energy physics lectures. There is two-way communication, so students can ask the professor about unclear aspects as they arise.

[post 1 of 2]

Last edited by Curmudgeon; 03-10-2015 at 04:58 PM. Reason: added tags
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Old 03-09-2015, 06:12 PM   #33
Curmudgeon
 
Join Date: Sep 2011
Default Re: Return of the Gods (shared campaign)

MUTANTS (Teams) The Black Flight (p.2)

The training isn't self-directed, so much as it is collaborative with lots of end-user input for formulating the requirements. The idea of both powers and training those powers have no real precedents, so the mutants are getting a very serious hearing both in terms of what they see themselves as in need of and where they think they could go in terms of using and controlling their powers. Not all of the proposals seem practicable to Training Command but they are doing their level best to deliver effective training that meets the mutants' needs. You haven't mentioned how much duplication there tends to be in the exotic powers department but the NDRB's current strategy in developing the training packages is to create a long term library. The course materials and methods are expected to be updated as technology changes but the general idea is that whatever package they come up with for training the first fire-based mutant for example will be used for all subsequent fire-based mutants. The NDRB is hopeful with this approach but don't have a sufficiently large data base to be certain that each mutant won't end up requiring considerable tweaking of existing course packages to fit the vagaries of their particular power manifestation.

Flight members spend an hour before morning classes following the CF physical fitness regime under members of the PERI [Physical Education and Recreation Instructor] staff. Two hours after afternoon classes are set aside for sports under the PERI staff. Meals are taken communally in the mess hall/refractory. Given the small population at the site, individual menus are the norm and serving as a cook at Silver Birch is a prestige posting.

Among the recreational facilities offered are: a soccer pitch, bowling alley, two baseball diamonds, a swimming pool, gymnasium, golf course, canoeing, fishing and a weight room. For quieter activities the common room has: 829 movies and complete season sets of 223 TV series on Blu-ray disc, 3000 CDs including almost 600 hours of Old Time Radio programs including complete sets of Lone Ranger, Green Hornet and Boston Blackie broadcasts, a 60” flat screen 3-D TV, 5.1 surround sound system, Morris chairs upholstered in black leather, along with a couple of Morris-style chesterfields, folding butler tray/end tables, three Viewmasters, a Viewmaster projector, a library of 400 3-reel Viewmaster slides game tables and chairs, cards, dice, game rules books, dominoes, a library of forty board games, a complete set of GURPS from the first through fourth editions with complete errata, and a complete set of Space Gamer, Roleplayer and Pyramid magazines.

Each mutant has their own room with a double bed (which folds up into a cabinet when not in use) and an armoire which contains a complete desktop tower computer system with high-speed internet connections. Communication with family members is done using the computer links and any e-mails, text messages, etc. are encrypted for privacy. It is strict policy that personal encrypted messages will not be opened and decrypted by any agency of the government, except by military intelligence/provost for official scrutiny when there is cause to believe either the NDA [National Defence Act] or the Official Secrets Act have been breached. Although breaches of the NDA are charged as such, colloquially and practically those provisions, their interpretation and commentary are known as QR&Os (Queen’s Regulations and Orders) and have CF manuals devoted to them.]

Given the ages involved, most members of Black Flight are protected from sex with a minor charges under the broad provisions of the Criminal Code of Canada. [Essentially, as long as both partners are minors, consenting, and no more than five years apart in age, no one is going to worry about it.]

As members of the CF, members of the Black Flight are of the age of majority [whether they would be otherwise or not] for driving, smoking and drinking while on DND property and have the right to vote in federal, provincial and municipal elections.

New members were encouraged to adopt ‘super-heroic’ code names in emulation of the names given to the original aircraft. The original names are reserved for the flight’s commanders. The flight commander is a captain and he holds the name Black Maria. The three section commanders are lieutenants named Black Roger, Black Death and Black Prince. The original Black Sheep is not perpetuated as it is officially considered “unlucky”. [The original Black Sheep was the only member to be shot down and spent the remainder of the war as a POW.] The remainder of the flight are second lieutenants and their names seem to have been inspired by Alpha Flight: Black Guardian, Black Puck, Black Michael, Black Sasquatch, Black Magic and Black Diamond.

Black Maria has a very short chain of command: the Regimental Major, the Colonel Commandant and the Captain-General of the Royal Regiment of Canadian Artillery [H.M. Queen Elizabeth II].

The Black Flight has direct regimental alliances with the Royal Canadian Regiment, the Brockville Rifles, the Rocky Mountain Rangers, the Black Watch of Canada [Royal Highland Regiment of Canada], with the twins: the PPCLI [Princess Patricia’s Canadian Light Infantry] and Van Doos [Le Vignt-Deuxieme Regiment] and with Lord Strathcona’s Horse (Royal Canadians). As a ‘daughter’ unit of the Royal Regiment of Canadian Artillery, the RCMP mutants come under Black Maria’s command in the event of a declared national emergency.

The Black Flight is intended to engage in more cross-training than any other CF combat arms unit. In addition to the normal artillery qualifications as layer, technician, communicator, driver-mechanic, combat storesman, surveyor, sound ranger and meteorologist, most members will also be encouraged to hold parachutist, sniper, small arms coach, medical assistant, scout, intelligence analyst, commando, pilot and small craft qualifications as well as scuba, royal life-saving society and emergency first aid instructor certifications.

Finally, the regimental family ethos is hoped to take hold with Black Flight and any expanded teams. One retires from the CF, one simply is ceases to be a serving member of the regiment.

The Black Flight is almost an inverted version of the Bathesda [John Hopkins] program. While the Black Flight operates as a CF unit, it is a secondary function in the view of the government. The military discipline and training are means to an end, the end being the socialization of the mutants. If they also end up with a trained, enthusiastic officer, that's an unexpected bonus not a primary goal fulfilled.

On the other hand, the government appreciates that the mutants of the Black Flight have volunteered to go into harm's way at a very tender age. The government recognizes that it will at some point have to send them into harm's way to justify the program to the mutants and that one or more members may be gravely injured or killed in the course of that action. The government therefore weighs every request for intervention/aid by Black Flight with the primary question being "Is this mission worthy enough that we're okay with members of the Black Flight being killed?" [That's not particularly different from requests for CF deployment, but the youth of the Black Flight makes giving a "Go!" a little harder.]

* These are Service Dress uniforms. They're quite comfortable compared to either Mess Dress [The Pinks] or Patrol and Ceremonial Dress [The Blues]. This is specifically a "walking out" uniform that is worn for informal "meet and greet" functions with civilians in an off-station situation. Like the rest of the CF "civvies" [civilian attire] are worn when just going off-station for a shopping expedition or to see the latest movie in town. On base, the wear CF Work Dress to classes and Combat Dress when in the field, switching to Winter Dress or Arctic Dress depending on the season and environment. [Black Flight usually does an annual two-week Arctic Survival exercise around mid-March in the High Arctic with instruction/oversight by the Canadian Rangers [What GDW's Challenge Magazine called Canadian Native Regiments.]

When doing "powers training" the CF gives considerable leeway based on recent court decisions, an analogy to most provincial obscenity laws regarding "exotic dancers" and the recent trend to treating both sexes equally. Depending on the province, members can train nude or have to wear a minimum of a G-string and pasties [male and female alike]. Manitoba requires a G-string but no pasties.

[post 2 of 2]

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Old 03-09-2015, 06:21 PM   #34
Curmudgeon
 
Join Date: Sep 2011
Default Re: Return of the Gods (shared campaign)

MUTANTS (Individuals) (Black Maria) (x-ref: Black Flight, Canada)

This is just a roughing out of Black Maria's personality. It may change once the other members of Black Flight are roughed in and their interactions figured. The unnatural voice mentioned in the notes is an unnatural feature mentioned by Gef in his rough statting of the character.

Black Maria 18 male (geek)

Captain Douglas Angus McCallum, born 8 Jan., 1997 in Sydney, Nova Scotia, is Cape Breton Scottish. He is officially a unilingual Anglophone, although he grew up speaking fluent Canadian Gaelic. He bears a strong resemblance to his maternal grandfather, the most famous member of the family, who appeared on national TV for decades in the NFB clip Men of the Deep: Old Cape Breton in the Canadian Vignettes series (4th from right, front row [the one with the beard]). His father’s younger brother was one of the 26 miners killed in the Westray Mine Disaster at Plymouth, Nova Scotia on 9 May, 1992.

Douglas completed high school by correspondence (N.S. Grade XII) over the summer of 2013. He is currently enrolled as a student in the Program’s university level classes. He has completed the requirements of Seneca College’s Management Development Course Diploma over twelve weekend sessions.

Douglas is probably the least fussy drinker in the Black Flight. Old Schooner, Moosehead or Alexander Keith’s Red Label, the beer is all one to him as long as it comes from the maritimes. He will drink almost any wine as long as it tends to be on the sweet end of the scale. He loathes dry wines. His favourite liquor is Crown Royal. Douglas prefers cigars to cigarettes but will smoke Export A or MacDonald’s (in that order of preference), because he likes the “MacDonald’s lassie” on the front.

Douglas plays the fiddle and the bagpipes.

As Black Flight’s commander, Douglas is usually deployed to the OP [Observation Post] and therefore has only remote (radio and landline) contact with the rest of the flight. (Since the relationship between the observer and the FDC [in Canadian terminology, CP (Command Post)] has come up in passing in other threads, be advised that Canadian and American doctrine differ drastically on this point. Even when of equal rank, the OP officer has the superior appointment. If he tells the CPO he wants ten rounds on the ground and the CPO only has six because another ten have been reserved for a fire plan or the like, those reserved rounds just ceased being reserved.) In trades training, Douglas was happiest when qualifying as a technician and surveyor. Both gave him a chance to show off his math skills.

Douglas is also the member most likely to be found curled up with a book. His tastes are rather catholic. He reads mysteries, science fiction, horror, fantasy, action, adventure, techno-thriller, historical, non-fiction, and perhaps surprisingly, romances [yes, Harlequin-type romances] with equal gusto, though he does tend to be very critical of flaws in the plotting. He is not only capable of, but has actually, delivered a two-hour diatribe on the plotting inadequacies of a book.

Douglas isn’t especially interested in athletics. He bowls, plays volleyball and golf, is adequate on cross-country skis and ice skates, but as a participant, his passion is curling.

Notes: regarding Black Maria’s unnaturally deep voice. Douglas’ singing voice is some three octaves below that of a contrabass such as Candy Candido (the voice of the Chief in Walt Disney’s Peter Pan). Douglas’ voice is so low that there are no musical pieces, even for instruments, that reach his register. One of the aspects he wants to train with is whether he could generate low frequency sound waves like whales that would allow extremely long communication ranges. An aspect suggested by the NDRB is whether he can generate sound waves at the ELF that cause physiological symptoms of fear.

As an amusing side note, Douglas speaks faster and in a higher register than normal when excited. That’s perfectly normal but with Douglas the effect comes very close to the description “It’s like listening to Candy Candido’s Chief talking like Chip ‘n’ Dale."

Last edited by Curmudgeon; 03-10-2015 at 05:01 PM.
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Old 03-09-2015, 10:44 PM   #35
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: Return of the Gods (shared campaign)

Thanks, Curmudgeon. I was planning to transplant text from the other thread to this one, to have it all in one place, but you beat me to it. Interesting that Canada's operating on the "next step" theory; when I first asked my players to speculate on what caused mutants, that was the number one answer. The profile for Capt. McCallum is very thorough; I hope I have a chance to introduce him (and the rest of the flight) in my campaign in such a way that I can show off some of the details. Can you point me someplace, maybe a youtube video, where I can hear his accent? I'm afraid he'll sound like an Okie, otherwise.

With what you've posted, I feel like I could roll out a campaign based on Black Flight. Is that what you're planning, or are you doing all this because you're out of live gaming opportunities at the moment?

I hope to do justice to Black Flight when I write up CAER and Metamorphosis, but I feel like I need to keep on with demographics for now, and that means reference powers coming up. As for Johns-Hopkins PRI, if I had it to do over, I'd set my campaign there. I'll leave it open awhile, maybe a week, as the biggest piece of the US mutant picture, in the hope that some other interested party will jump on it.

Curmudgeon, is it too much to ask that you edit your posts above with tags that I can use to build the index?
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Old 03-09-2015, 10:56 PM   #36
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: Return of the Gods (shared campaign)

MUTANTS (Templates Training)

Training Lenses

These 40pt packages are the skills that I expect militaries will try to impart mutant commandos, to make good use of their innate capabilities. Note that Power Blow is not included for Type I, even though they could learn it, because it's no benefit to Telekinesis, which is what they're higher ST is based on.

Code:
Type I Combat Training Lens
10	Talent +2: Acrobatics, Karate, Knife, Mental Strength, Throwing Art, Wrestling
1	Acrobatics
1	Autohypnosis
1	Breaking Blow
1	-Attribute Substitution: Power Stat
1	Breath Control
1	Climbing
1	Flying Leap
1	-Attribute Substitution: Power Stat
1	Guns (Pistol)
1	-Fast-Draw (Pistol)
1	Invisibility Art
1	-Attribute Substitution: Power Stat
1	Jumping
4	Karate (+2/die)
1	Knife
1	-Fast-Draw (Knife)
1	Light Walk
1	Lizard Climb
2	Mental Strength
1	Singing
1	Soldier
1	Stealth
1	Throwing Art
1	-Fast-Draw (Shuriken)
2	Wrestling (+20% TST)
Code:
Type II Combat Training Lens
1	Attribute Substitution: Intimidation Based on HT (for Geek, just add Intimidation skill)
15	Talent +3: Acrobatics, Autohypnosis, Karate, Stealth, Throwing, Wrestling
1	Acrobatics
1	Autohypnosis
1	Breath Control
1	Climbing
4	Guns (Rifle)
2	Karate (+2/die)
1	Improvised Weapons
1	Singing
2	Soldier
1	Stealth
4	Throwing
1	Tracking
4	Wrestling (+30% TST)
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Old 03-09-2015, 11:05 PM   #37
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: Return of the Gods (shared campaign)

MUTANTS (Power Distribution)

I built this random table not so much to roll up mutants, although I've used it for that, but to establish frequencies, so that I can say things like "about 16% of all documented mutants exhibit extreme physiology." When I've used it to as a random mutant generator, I find that it's more a source of inspiration than finished product.

Code:
Powers			
1	Monster		100pt
2	Monster with mutant parents of same type, Baseline otherwise		
3	Monster with mutant parents of both types, Baseline otherwise		
4	Baseline		
5-6	Freak/Sneak Power		
			
Hyper (see below): 1/6, or 2/6 if baseline			50pt	
Minor Powers (Tab D): 2/6					10pt ea – balance with disads such as Dependency, Dread, Restricted Diet, Revulsion, 	
	Solo 1-3, Pair 4-5, Trio 6					Susceptibility, Weakness, or Vulnerability
Power Perks (Tab E): 2/6 (qty as above)				1pt ea – balance with Unnatural Features	
Monster has Freak/Sneak Power: 2/6				
			
Freak/Sneak Power			
11-14	List A (hyper/monster: B)		200pt (100pt)
15-22	B×2 (hyper/monster: C×2)		200pt (100pt)
23-26	B+C×2 (hyper/monster: C)		200pt (50pt)
31-32	B+C (hyper/monster: C)		150pt (50pt)
33-34	C×3 (hyper/monster: C)		150pt (50pt)
35-46	List B		100pt
51-62	C×2		100pt
63-66	List C		050pt			Only possible result for a hyper who is also a monster
In the posts below, you'll find the power lists; "List A" doesn't necessarily mean "A-List" but that's the goal. Point cost doesn't always correspond to commercial value.

Last edited by Gef; 04-27-2015 at 01:18 PM.
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Old 03-09-2015, 11:11 PM   #38
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: Return of the Gods (shared campaign)

MUTANTS (Reference Powers Extreme Physiology)

Code:
Monster Mash				
				
Pick a modified Head and 4 other items from this list, including no more than one modified Build				
For heads, add Born Biter as appropriate, Night Vision 2/2 for crepuscular/aquatic variants, doubled for nocturnal				
				
Head: Beautific			8	
8	Appearance +2			
0	Optionally Extended Hearing (High) and Unnatural Feature: Pointed Ears			
				
Head: Cetacean			8	
12	Sonar (Power Mod, Range 200yd underwater)			
1	Alt: Ultrahearing			
1	Sharp Teeth			
-4	Appearance -1			
-1	Bestial: Quirk-level			
-1	Unnatural Feature			
				
Head: Diabolical			8	
4	Appearance +1			
1	Illumination: Glowing Red Eyes			
2	Impaling Striker (Cannot Parry, Limited Arc)			
2	Fangs			
-1	Unnatural Feature			
				
Head: Arthropoid			8	
12	Peripheral Vision (Easy to Hit) - optionally Vague instead, and upgrade a Striker to Piercing with Weak Venom			
8	Sensitive Touch (Easy to Hit)			
2	Alt: Ultravision			
-1	Bestial: Quirk-level			
-12	Appearance -3			
-1	Unnatural Feature			
				
Head: Ophidian			8	
2	Acute Smell/Taste			
2	Fangs			
10	Average Venom			
-4	Appearance -1			
-1	Bestial: Quirk-level			
-1	Unnatural Feature			
				
Head: Plant			8	
9	Energy Reserve 5 (Power Mod, Recharge Only in Sunlight)			
-1	Unnatural Feature			
				
Head: Raptorine			8	
9	3D Spatial Sense (Power Mod)			
1	Sharp beak			
4	Telescopic Vision 2 (No Targeting)			
-4	Appearance -1			
-1	Bestial: Quirk-level			
-1	Unnatural Feature			
				
Head: Other Predator			8	
11	Discriminatory Smell (Power Mod, alternate to Field Sense) - giants add Emotion Sense			
2	Alt: Parabolic Hearing 2 (Power Mod) - 3 for giants			
1	Sharp Teeth			
-4	Appearance -1			
-1	Bestial: Quirk-level			
-1	Unnatural Feature			
				
Head: Other Prey			8	
13	Peripheral Vision (No Depth Perception) - optionally Easy to Hit instead, with a Nictitating Membrane			
1	Burrower - optionally Sharp Beak or Teeth, or skull DR +1 (Power Mod) with Weak Bite and either			
-4	Appearance -1			a Striker upgraded to include no limitations except Limited Arc (ram), or
-1	Bestial: Quirk-level			an Impaling Striker with Limited Arc and Cannot Parry (antlers or horns)
-1	Unnatural Feature			
				
Build: Blob			23	
15	Double-Jointed (non-giant females add Compact Frame)			
37	Injury Tolerance: Homogeneous (from No Vitals)			
6	Stretching			
0	No Legs (Slithers) - extra constriction attack when powered up			
-4	Appearance -1			
-10	Horizontal			
-20	Invertebrate - no ST penealty when powered up			
-1	Unnatural Feature			
				
Build: Centauroid			23	
4	HP +2 (Torso)			
5	4 Legs - optionally 6 Short, or 8 (or more) Short and Weak			
v	Additional Striker instance ×2-6 (more than 1 requires a quirk; more than 6 requires another)			
5	Compartmentalized Mind, Potential (Awe/Terror, Passive TK with Extra Legs Only)			
20	Enhanced Move (Running) - optionally replace a half level with Super Jump			
0	SM +1			
-10	Slow Eater			
-1	Unnatural Feature			
				
Build: Wheeled			23	
-20	No Legs (Wheeled)			
14	Perfect Balance (Power Mod or replaces advantage from template)			
30	Enhance Move 2 (Half Road-Bound), or 1½ if tracked - optionally increase Perfect Balance and increase 50% (4 wheels)			
-1	Unnatural Feature			
				
Build: Quad			23	
9	Catfall (Power Mod)			
20	Enhanced Move (Running) - optionally replace a half level with Super Jump			
-5	Semi-Upright			
-1	Unnatural Feature			
				
Build: Serpentine			23	
12	Double-Jointed (Lower Body Only)			
10	Stretching 2 (Tail Only)			
1	Alt: Shrinking (Tail Only)			
1	Alt: Super Climbing (Hands-Free)			
0	No Legs (Slithers) - extra attack with tail when powered up, "kick" or constriction			
-1	Unnatural Feature			
				
Build: Simian			23	
5	Brachiator			
20	Long Arms			
2	Alt: Super Climbing 3			
2	Prehensile Feet			
-5	Semi-Upright			
-1	Unnatural Feature			
				
Build: Tracked			23	
-20	No Legs (Tracks)			
40	Enhanced Move 2			
4	Stretching (Tread Only) - increment size of negotiable obstacles			
-1	Unnatural Feature			
				
Build: Wheeled			23	
-20	No Legs (Wheeled)			
14	Perfect Balance (Power Mod or replaces advantage from template) - unicycle or bike			
30	Enhanced Move 2 (Half Road-Bound) - optionally increment (4 wheels) but forfeit Perfect Balance			
-1	Unnatural Feature

Last edited by Gef; 03-09-2015 at 11:22 PM.
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Old 03-09-2015, 11:12 PM   #39
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: Return of the Gods (shared campaign)

MUTANTS (Reference Powers Extreme Physiology)

Code:
Monster Mash continued
All-Eater*			23	
19	Universal Digestion (Matter Eater, Power Mod - replaces Reduced Consumption)			
4	Alt: Tunneling, Potential			
				
Beguiling*			23	
4	Appearance +1			
29	Alternate Form: Human (Active Change, Non-Reciprocal Damage, Reciprocal Rest, Power Mod)			
-10	Vulnerable to Silver			
				
Big*			23	
6	Growth (Terror - Awe becomes Terror in conjunction with this advantage)			
5	HP +5 (Growth)			
2	DR +2 (Growth, Tough Skin)			
5	Enhanced Move +½ (Growth)			
5	TK +5 (Based on Per/Will, Growth, No Move, Self Only hence Visible)			
				
Breath: Fire*			23	
22	Burning Attack 4d (Dissipating 4yd-wide Cone, Range 5/10, Power Mod)			
1	Innate Attack (Breath) at DX			
				
Breath: Poison*			23	
21	Toxic Attack 2d (Area 2yd Persistent, Range 2, Respiratory Half Side Effect: Cough Secondary Retch,			
		Underwater, Power Mod)		
1	Immunity to Own Poison			
1	Innate Attack (Breath) at DX			
				
Buff			23	
4	HP +2			
18	Lift/Strike ST +3 (Unsupported)			
1	Alt: TK +5 (Based on Per/Will, Awe/Terror, No Move, Self Only hence Visible)			
				
Chameleon			23	
24	Camouflage 4 (Half Dynamic)			
-1	Unnatural Feature			
				
Claws			23	
5	Sharp Claws			
19	First 2d has Armor Divisor 5 (Power Mod)			
-1	Unnatural Feature			
				
Downsize			23	
-60	ST -6			
0	DR -2 when powered up			
-1	TK -6 when powered up			
80	DX +4			
3	Alt: Spd +1 (Awe/Terror)			
2	And Alt: Per/Will +4 (Awe/Terror, TK Only)			
-1	Unnatural Feature: SM -3 (net -2 for downsized giants)			
				
Extra Arms			23	
14	Extra Arms, Pair (ST/DX -2 for these arms only) - no ST/DX penalty when powered up			
v	Additional Striker instance ×2 (more than 1 requires a quirk; more than 6 requires another)			
10	Compartmentalized Mind (Awe/Terror, No Separation, TK Extra Arms Only) - extra attack			
-1	Unnatural Feature			
				
Extra Head			23	
12	Extra Head (Extraneous)			
v	Additional Striker instance (more than 1 requires a quirk; more than 6 requires another)			
8	Choose an additional Head option from the list above			
5	Compartmentalized Mind, Potential (Awe/Terror, No Separation, Passive TK Extra Head Only)			
-2	Easy to Kill			
0	Fudge Factor - reconcile duplicate traits; typically this requires quirk to replace second instance of Bestial			
0	Optionally, Extra Head is identical to the first, non-extraneous, with mental separation			
				
Fins			23	
10	Amphibious - optionally Aquatic with Enhanced Move ½, instead			
2	Doesn't Breath (Gills) or Breath Holding +5, alternate to Very Fit			
0	Optionally upgrade to Doesn't Breathe (Oxygen Absorption), replaces Breath Holding			
9	Pressure Support 2 (Half Awe/Terror)			
1	Half Alt: Enhanced Move (Awe/Terror, Max 10min)			
2	Half Alt: Speak Underwater (Power Mod)			
-1	Unnatural Feature			
	If aquatic with Gills or Oxygen Absorption, then primarily breathe water, lose fitness in air			
				
Magic - Specify Focus*			23	
23	Divine Inspiration 6 (Physical, Costs 1 FP, Focus-limited Advantages, Incant/Gesture, Nuissance:			
		Makes the hair on the back of your neck stand up, Power Mod, Scant)		
0	Optionally Mental instead of Physical, for a Focus like Telepathy, dual 10pt slots			
				
Medium*			23	
8	Blessed: Ghost Weapon (Awe/Terror, Scant)			
1	Alt: Spirit Empathy (Awe/Terror, Scant)			
10	Medium (Visual, Awe/Terror, Scant)			
2	Alt: Channeling (Aware, Awe/Terror, Scant)			
2	Alt: See Invisible Spirits (Awe/Terror, Scant)			
				
Natural Armor			23	
24	DR 6 (Flexible)			
0	Optionally carapace of rigid DR 7 (First Cosmic, Second Eyes, Can't Wear Armor)			
-1	Unnatural Feature			
				
Pincers			23	
20	Long Arms			
8	Lift ST +8 (Pincer Grip)			
1	Alt: TK +10, Potential - grabs only (Awe/Terror, No Move, Self Only hence Visible)			
-5	Ham-Fisted			
-1	Unnatural Feature			
				
Regeneration*			23	
23	Regrowth (Gluttony, Power Mod, alternate to Very Fit)			
				
Shell			23	
23	DR 9 (Can't Wear Armor, Torso Only)			
1	Half Alt: DR 5 (Can't Wear Armor, Retracted Head and Limbs)			
-1	Unnatural Feature			
				
Snake Tail/Hair			23	
6	Extra Arm (Flexible, No Hand, Very Weak)			
5	Compartmentalized Mind, Potential (Awe/Terror, No Separation, Passive TK Snake Tail Only)			
3	Extra Head (Cannot Breathe/Eat/Speak, Extraneous)			
v	Additional Striker instance (Piercing instead of Crushing)			
10	Average Venom (or Burning Attack 2d Jet with Power Mod and Innate Breath Attack at DX)			
-1	Unnatural Feature			
				
Spaceworthy			23	
4	Doesn't Breathe (Decreased Time Rate)			
8	Flight (Decreased Time Rate, Power Mod, Space Only)			
4	Radiation Tolerance PF20 (Decreased Time Rate)			
4	Temperature Tolerance +4			
4	Vacuum Support (from Low-Pressure Lungs)			
-1	Unnatural Feature			
				
Stinger			23	
16	Impaling Striker (Long)			
5	Compartmentalized Mind, Potential (Awe/Terror, No Separation, TK Stinger Only) - extra attack			
3	Weak Venom			
-1	Unnatural Feature			
				
Strong Aura*			23	
23	Awe/Terror, Potential (Aspected Potential Cosmic - converts Unfazeable to Fearless +8, Compulsive Carousing and Uncontrollable 			
		Appetite for Sex 12, Power Mod, Scant)		
				
Tentacles/Tongue/Trunk			23	
15	Extra Arm (Flexible) - tentacles count as a single arm with lots of longs fingers			
1	Alt: Brachiator			
v	Additional Striker instance (more than 1 requires a quirk; more than 6 requires another)			
5	Compartmentalized Mind, Potential (Awe/Terror, No Separation, TK Tentacles Only) - extra attack			
3	Stretching (Power Mod, Tentacles Only)			
-1	Unnatural Feature			
				
Wings			23	
18	Flight (Controlled Gliding, Small Wings) - optionally potential Flight (Small Wings, can hover, half speed)			
1	Alt: Super Jump ½ (wing-assisted)			
v	Additional Striker instance ×2 (more than 1 requires a quirk; more than 6 requires another)			
5	Compartmentalized Mind, Potential (Awe/Terror, Passive TK with Wings Only)			
-1	Unnatural Feature			
				
Wood			23	
9	DR 2 (Eyes, Semi-Ablative)			
20	Unliving			
-5	Combustible			
-1	Unnatural Feature			
				
Additional Unnatural Features; those in excess of 5 must be balanced by a quirk.				
	Accessory: Crest for Intimidation bonus; a cobra hood or canopy of branches is functionally equivalent			
	Feathers, Fur, or Scales (not a separate Unnatural Feature with Natural Armor)			
	Hooves (3) with Noisy (-2)			
	Limited Camouflage (not a separate Unnatural Feature with Armor/Shell or Feathers/Fur/Scales)			
	Slime (Appearance -1 with Slippery 2 and Rinse)			
	Spinneret (Climbing Line)			
	Terrain Adaptation, as an alternate to any movement ability, or Sure-Footed otherwise			
	Tail strong enough to count as a perk-level Extra Arm, or at least an Accessory (fan)			
*Powers marked with an asterisk, above, do not incorporate an Unnatural Feature				

		
Random Generation
Unique 1 in 6, else Night Vision 2/2 (1-2), 4/4 (3), or none (4-6); Born Biter 1 (1-2), 2 (3), 3 (4), or none (5-6)

Head	
1	Beautific (1-2) with Pointed Ears (3) or Diabolical (4-6)
2	Cetacean (1-2), Plant (3), or Raptorine (4-6)
3	Arthropoid (1-4) with Venom (5-6)
4	Ophidian (1-2) or Other Predator (3-6)
5	Other Prey (1) with Sharp Teeth (2), Beak (3), Horns (4-5), or Ram (6)
6	Other Prey with Nictitating Membrane (1) and Sharp Teeth (2-5) or Beak (6)

Build
1-2	Normal
3	Blob (1), Serpentine (2-3), or Simian (4-6)
4	Centaur with 4 Legs (1, Jump 2), 6 Legs (3, Jump 4), or 8 Legs (5, Jump 6)
5	Quad (1-3) with Super Jump 1 (4-5) or 2 (6)
6	Tracked (1-2) or Wheeled (Unicycle 3-4, Quad 5-6)

Other (Roll 3, or 4 with normal Build)
1	Beguiling (1), Breath (Fire 2, Poison 3), Magic (4, specify focus), Medium (5), or Strong Aura (6)
2	Chameleon (1), Spaceworthy (2), Shell (3), Wood (4), or other Natural Armor (5, Carapace 6)
3	Claws (1-2), Pincers (3), Stinger (4), or Wings (5) with Controlled Gliding (6)
4	Fins with Gills (1, Aquatic 2), Breath Holding (3, Aquatic 4), or Absorption (5, Aquatic 6)
5	Big (1), Buff (2), Regeneration (3), Tentacles (4) or Tongue (5) or Trunk (6)
6	All-Eater (1), Downsize (2), Extra Arms (3), Extra Head (4; roll head), Snake Hair (5) or Tail (6)

Extras (Roll Twice)	
1-2	Feathers (1), Fur (2-4), Scales (5-6)
3	Crest (1), Hooves (2), Slime (3), Spinneret (4), or Tail (5-6)
4	Limited Camouflage (1-3) or Terrain Adaptation (4-6) - specify environment
5-6	None
Whew!

Last edited by Gef; 03-09-2015 at 11:23 PM.
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Old 03-09-2015, 11:13 PM   #40
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: Return of the Gods (shared campaign)

MUTANTS (Reference Powers Extreme Physiology)

Examples

Angel
Head: Beautific, Magic (Communication), Strong Aura, Wings

Arboreal Horror
Head: Predator, Build: Simian, Breath: Poison, Extra Arms, Pincers, Feathers

Bug-Boy
Head: Arthropoid, Armor (Carapace), Extra Arms, Stinger, Wings

Devilfish
Head: Prey (Membrane, Beak), Build: Blob, Chameleon, Extra Arms, Fins (Gills, Aquatic), -1

Chimera
Head: Predator, Build: Quad, Extra Head: Prey (Ram), Snake Tail (Fire), Wings (Glide), Fur, -2

Cyclesaur
Head: Predator, Build: Wheeled, Armor, Big, Claws, Scales

Dracoform
Head: Predator, Armor, Breath: Fire, Claws, Wings (Glide), Scales, Tail, -1

Dryad
Head: Plant, Magic (Plant) ×3, Medium, Limited Camo (Green)

Garudaform
Head: Raptorine, Build: Simian, Claws, Spaceworthy, Wings (Glide), Crest, Feathers, -2

Gorgon
Head: Diabolical, Build: Serpentine (Broken), Snake Hair, Strong Aura, Scales

Griffinoid
Head: Raptorine, Build: Quad, Buff, Claws, Wings (Glide), Fur, Tail, -1

Hydraform
Head: Ophidian, Build: Serpentine, Extra Head (Same) ×2, Regen, Scales, Crest, -1
Krakenette
Head: Cetacean, Fins (Gills, Aquatic), Pincers, Shell, Tentacles

Mini Elephant
Head: Prey (Horns), Armor, Buff, Downsize, Trunk, Sure-Footed (Mud)

Minotaur
Head: Prey (Horns), Armor, Big, Buff ×2, Fur, Hooves

Mole Machine
Head: Prey, Build: Tracked, All-Eater, Armor (Carapace), Spaceworthy, Spinneret

Rocking Horse
Head: Prey (Ram), Build: Wheeled (Quad), Buff, Magic (Sound), Wood, Tail

Scorpion-Man
Head: Arthropoid, Build: Centaur (8, Sand), Armor (Carapace), Pincers, Stinger, -1

Selkie
Head: Cetacean, Armor, Beguiling, Fins (Breath Holding, Aquatic), Magic (Water), Fur

Shrinker
Head: Beautific, Downsize, Big ×3

Sprite
Head: Beautific (Pointed Ears), Downsize, Magic (Illusion), Medium, Wings

Tangaroa
Head: Prey (Teeth), Armor, Build: Simian (Sand), Buff, Fins (Gills/water), Scales, Spines, -2

Toad-Guy
Head: Prey (Membrane), Build: Quad (Jump 2), Fins (Absorption), Regen, Tongue, Slime

Tree-Dude
Head: Plant, Big ×3, Wood, Crest, Limited Camo (Forest)

Unicorn-Centaur
Head: Diabolical, Build: Centaur, Buff, Magic (Healing), Medium, Hooves, Tail

Werewolf
Head: Predator, Build: Quad, Beguiling, Buff, Claws, Fur, Tail

Wolf Spider
Head: Arthropoid (Venom), Build: Centaur (6, Jump), Armor (Carapace), Buff, Regen, Spinneret

Worm-Lad
Head: Arthropoid, Build: Blob, All-Eater, Big ×2, Slime

Last edited by Gef; 03-09-2015 at 11:22 PM.
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