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> List of mutagens
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derek_holland, Group: Heroes, Master of Mutant Creation submitted 0 Resources has rated 10 resources, submitted 0 artworks and is involved with 0 projects.

Just some random ideas on things that induce mutation.

Radiation can be gamma or something exotic (even tangent related).

Goo or ooze is good for making talking turtles. Chemicals have the advantage, for the most part, in that they are visible or otherwise can be detected before they start hurting the heros. Of course water or airborne chemicals may negate this advantage.

Diseases can be cured but does that remove the mutations as well?

Parasites and other mutations are sort of related to disease but tend to be much harder, if not impossible, to remove or negate.

Damaged healing and cloning machines are perfect traps set by the Created. Vats of goo fall in here as well.

Any suggestions to add to the list?
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derek_holland, Group: Heroes, Master of Mutant Creation submitted 0 Resources has rated 10 resources, submitted 0 artworks and is involved with 0 projects.

Another is inspired by all the half templates of 3.X and a comment about drunk geomancers on Enworld (mutating divine and arcane casters).

Outbreeding could be attained by either similar stock species (mutant bear with 4 mutations breeding with another bear with 3 different mutations) or by shapeshifting. Why a turnip that can change into a bear would want to breed with a bear is beyond me, but it still provides a lot of potential for creating new mutations.
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derek_holland, Group: Heroes, Master of Mutant Creation submitted 0 Resources has rated 10 resources, submitted 0 artworks and is involved with 0 projects.

I was rereading this from rpg.net (actually I have it printed out a few times):

Author
It's about a game setting so bizarre and absurd it can easily be humorous to the players.
It's about a world so inexplicable and deadly it's horrifying and brutal to its inhabitants.
It's about the death of an alien past we can't imagine, and the birth an alien future we can't predict.

Ancient ruins erupt from the landscape as silent sprawling cathedrals full of death and wonder.
Ludicrous mutant entities endure a curse of an absurdly unique existence, full of fearful power, suffering, and new-found sentient awareness.
Native pure men struggle to compete in world that has out-evolved them, scavenging for lost artifacts of their ancestors to save themselves.
Revived inscrutable Ancients weep for the loss of their godlike lost achievements, and for their lack of power, skill, and knowledge to restore it.
Ancient constructs wander in a kind of wounded insanity, in disrepair, caught in glitchy behavioral loops and paradoxes, living in a world they no longer belong.

All thinking beings fight to survive and build communities, struggling to cope with a savage world whose rules change daily.
Many communities and alliances foster insane beliefs due to ignorance, isolation, stress, and an equally insane world.

All fear the inexplicable cataclysmic evil that destroyed the Ancients, that today still pools, festers and infects the lands Out There.

That's Gamma World to me.

-Valandil



And the bolded paragraph induced a lightbulb- replacing radiation with a different kind of mutagen, one that could be more proactive. In this case it is tiny mutant humans with blood that causes mutation. They were a slave caste used by the Ancients for many daily tasks and didn't have much intelligence at all. That changed during the cataclysm- a plague rewrote some of their genome and made them smarter, feral and the primary source of mutations on Gamma Terra. The only way to safely kill them is to capture and then burn. Applying fire in the field may cause some blood loss that could seep into the ground and turn soil flora and fauna monstrous. And you really do not want monstrous rotifers trying to eat your family.
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derek_holland, Group: Heroes, Master of Mutant Creation submitted 0 Resources has rated 10 resources, submitted 0 artworks and is involved with 0 projects.

There could be a mental mutation that acts as a mutagen. Or it could be a flaw that applies to all of a mutant's mental mutations, causing anything they affect with telekinesis or contact with telepathy to potentially mutate.

If that is true Radioactivists would try very hard to earn that mutation or flaw and then spread the goodwill to others.
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