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Reevinja Mk II Vice Captain
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Posted: Fri Sep 11, 2009 4:41 am
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Posted: Sat Sep 12, 2009 11:55 pm
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Posted: Mon Sep 14, 2009 2:02 pm
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I have seen part of Push, yes.
The entire idea is x-men like mutations, but there will be a few in there that mimic fantasy. I'm still figuring out how to doll out random mutations...I'm thinking of rolling up 3-5 or so, depending on how powerful they are, and then putting them together to make an interesting and balanced mutation for each person. Through the game, they will slowly become aware of their abilities, which will randomly appear, sometimes painfully, sometimes not. I will also be letting them know if their intelligence changes, such as becoming smarter or more beastial, as part of the mutation.
The goal is to create a challenge for the players, while giving them cool new powers to play around with.
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Posted: Wed Sep 16, 2009 3:25 pm
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Posted: Fri Sep 18, 2009 11:17 am
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Posted: Fri Sep 18, 2009 1:39 pm
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Posted: Wed Sep 23, 2009 7:23 pm
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Posted: Wed Sep 23, 2009 11:21 pm
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Rhea Izar Haha, yeah, I knew that, just used the wrong word, hehe. I guess I will start building the thread...put things up as I go. If anyone has any suggestions, let me know. There are some homebrew rules that my (former) DM made up for me that make it a bit more fun, I guess. I'll have those up as well. In an old Dungeon issue, the attached polyhedron had a tonne of mutations in its D20 adaptation of Gamma World. I think it might have been Dungeon 93... I THINK. It was in the 90's though, and wasn't 95 or 97, I have them.
I'd be interested in playing, though. Sounds like some random pointless fun for a little while.
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