Thursday, June 12, 2014

Atomic Dawn: Mutant Packages

Mutants in Mutant Future have a chance to be pretty awesome, but have an equal chance to end up beings a crippled mess poorly suited to what the player wanted. Sure, Mutant Future is all about a goofy/grim post apocalypse, but I think the Rule of Cool should win out over grim reality.
So below is an alternative selection of mutation lists for use with Mutant Animal and Mutant Human characters. Mutant characters still gain the normal number of hit points, number of mutations and special abilities inherent with their mutant type (see page 13 and 14 in Mutant Future for details). But instead of the standard big list of random mutation on pages 21 and 22, players may choose a mutant package from below.

Hope you like them.

Aerial Mutant (Flyers, Sprites)
Mutants who fly or are otherwise linked with the sky are well-represented. From Mutant Animals (bats, birds, insects, etc) to Mutant Humans that are built for the sky. In the Atomic Dawn setting, these mutants are amongst the most envied, and often live a nomadic existence.
Roll D8 Physical                                           
1 Complete Wing Development                  
2 Density Alteration (lighten)                          
3 Increased Sense (sight)                              
4 Shriek                                                        
5 Frailty                                                        
6 Pain Sensitivity                                          
7 Poison Susceptibility                                  
8 Slow Mutant (hops on the ground)              
Roll D8 Mental
1 Acute Hyper Healing
2 Control Weather
3 Flight, Psionic
4 Quick Mind
5 Atrophied Cerebellum
6 Dual Cerebellum (Defective)
7 Phobia (Claustrophobia)
8 Weak Will

Aquatic Mutant (Frogs, Fishies)
Aquatic mutants are at least partially linked with water. From Mutant Animals from aquatic to semi-aquatic species (otters, frogs, fish) or Mutant Humans that are more at home in or near the water than on land. Aquatic Mutants are never comfortable far from the water and usually live in small communities or on ships of one kind or another.
Otto Aquarius.
Roll D8 Physical
1 Aberrant Form (gills)
2 Dermal Poison Slime
3 Energy Retaining Cell Structure
4 Toxic Weapon
5 Albinism
6 Bizarre Appearance
7 Prey Scent (fishy)
8 Slow Mutant (on land)
Roll D8 Mental
1 Body Adjustment
2 Control Weather
3 Know Direction
4 Temperature Control
5 Atrophied Cerebellum
6 Negative Empathy
7 Phobia (Agraphobia)
8 Weak Will

Brickhouse Mutant (Brick, Goon)
Big, tough and coming to get ya! Brickhouse mutants can be Mutant Animals or powerful beasts (bears, rhinos etc) or Mutant Humans built big and powerful. Brickhouse mutants are highly sought after as enforcers, soldiers and general leg-breakers, but many are surprisingly gentle persons, when they can afford to be anyway.
Roll D8 Physical
1 Gigantism
2 Increased Physical Attribute (STR)
3 Increased Physical Attribute (CON)
4 Natural Armor
5 Increased Caloric Needs
6 Obese
7 Pain Insensitivity
8 Slow Mutant
Roll D8 Mental
1 Ability Boost
2 Accumulated Resistance
3 Damage Turning
4 Force Screen
5 Atrophied Cerebellum
6 Negative Empathy
7 Phobia
8 Weak Will

Clairvoyant Mutant
Prophets, Seers, Dowsers, Water Witches and any number of soothsayers can be found across the wastes of the Mutant Future. Clairvoyant Mutants can come from the ranks of Mutant Animals of the more "mystical" animals (Rabbits, Toads, Insects) or Mutant Humans of an oracular or at least far-seeing nature.
Roll D8 Physical
1 Epidermal Photosynthesis
2 Increased Sense (any)
3 Dwarfism
4 Unique Sense (Minds)
5 Albinism
6 Epidermal Susceptibility
7 Obese
8 Vision Impairment
Roll D8 Mental
1 Empathy
2 Increased Willpower
3 Metaconcert
4 Precognition
5 Dual Cerebellum (Defective)
6 Phantasmal Damage
7 Phobia
8 Weak Will

Egghead Mutant
The brainy types that are usually at least a little gross. Many become super-scientists or at least really good with gadgets. Skilled Mutant Animals (monkeys, raccoons, etc) and Mutant Humans with giant heads and a penchant for labcoats and monologuing.
Roll D8 Physical
Dr Z. The Venture Brothers.
1 Dual Headed
2 Dwarfism
3 Reflective Epidermis
4 Increased Sense (touch)
5 Albinism
6 Bizarre Appearance (Giant Head)
7 Epidermal Susceptibility
8 Sensory Deficiency
Roll D8 Mental
1 Dual Cerebellum
2 Increased Willpower
3 Intellectual Affinity (tinkerer)
4 Quick Mind
5 Dual Cerebellum (Defective)
6 Negative Empathy
7 Phantasmal Damage
8 Phobia

Feral Mutant
From predatory Mutant Animals (dogs, cats, wolverines etc) to Mutant Humans similar to the nigh-unkillable slashers from many a horror flick. This doesn't mean that feral mutant are monsters (though many are), many are mutants who feel for of a connection with the wilderness, animals and the primal side of nature.
Roll D8 Physical
1 Aberrant Form (Claws or Fangs)
2 Increased Sense (Any)
3 Quickness
4 Regenerative Capability
5 Bizarre Appearance
6 Pituitary Deformation (Animal Years)
7 Prey Scent/Predator Scent (pick one)
8 Simian Deformity
Roll D8 Mental
1 Body Adjustment
2 Combat Empathy
3 Intellectual Affinity (combat)
4 Know Direction
5 Atrophied Cerebellum
6 Negative Empathy
7 Phobia
8 Weak Will

Psychokinetic Mutant
Mutants that can agitate molecules to a degree so that they might move objects, and control energy. Many psychokinetics are mere "spoon benders" while others are living maelstroms of power. In the setting of Atomic Dawn, Psychokinetic Mutants are amongst the most prized as slaves by the Alamo Empire, as the uses for there power in mining, construction and war are many.
Roll D8 Physical
1 Energy Ray
2 Energy Retaining Cell Structure
3 Optic Emissions
4 Reflective Epidermis
5 Increased Caloric Needs
6 Pituitary Deformation
7 Poison Susceptibility
8 Reduced Oxygen Efficiency
Roll D8 Mental
1 Control Light Waves
2 Force Screen, Greater
3 Neural Telekinesis
4 Temperature Control
5 Atrophied Cerebellum
6 Dual Cerebellum (Defective)
7 Phantasmal Damage
8 Phobia

Speedster Mutant
Extremely fast mutants are well represented, from Mutant Animals of swift animals (rabbits, cheetah, flies etc) to Mutant Humans built for speed. Speedsters are almost always nomads, but many also live in communities where they find employment as messengers, scouts and spies.
Roll D8 Physical
1 Increased Balance
2 Increased Physical Attribute (DEX)
3 Increased Sense (vision)
4 Quickness
5 Frailty
6 Hemophilia
7 Increased Caloric Needs
8 Reduced Immune System
Roll D8 Mental
1 Flight, Psionic
2 Know Direction
3 Quick Mind
4 Teleport
5 Atrophied Cerebellum
6 Dual Cerebellum (Defective)
7 Mind Reflection (Defective)
8 Phantasmal Damage

Telepathic Mutant
Psychic mutants are well-represented in fiction. From ascetic mystics to warped mentalists. Mutant Animal Telepaths come from animal stock known for their perception (rabbits, fox's, cats, etc) and Mutant Humans who generally appear as pale, somewhat sickly Pure Humans.
Roll D8 Physical
1 Dual Headed
2 Increased Sense (any)
3 Parasitic Control
4 Unique Sense (Minds)
5 Frailty
6 Sensory Deficiency
7 Slow Mutant
8 Vision Impairment
Roll D8 Mental
1 Mental Phantasm
2 Metaconcert
3 Neural Telepathy
4 Possession
5 Dual Cerebellum (Defective)
6 Mind Reflection (Defective)
7 Negative Empathy
8 Phantasmal Damage

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