Just a grab-bag of mutants from other RPGs, many of these are just not really tested.
Blue Planet
Just a grab-bag of mutants from other RPGs, many of these are just not really tested.
Blue Planet
As part of my tinkering with the Mutants in the Now ruleset, I settled on creating some fictional speices, some from Blue Planet and some from the Borderlands video-game franchise, due to both settings' focus on the violent ecology of their planets. Violent creatures being surpisingly easier to make then trying to specialise herbivores and more normal animals. A legacy of being based on Palladium's RPG and hence AD&D.
I made skags first but never really had an idea to fix their growth. Species in Mutants in the Now (in the Mutants in the Next book) can metaphorph to adult forms and age, but nothing suggests changes after they achieve adult forms. Skags get bigger and more armoured the older they are, with the largest types developing a laser beam. But they don't morph shape very much. I could just discount Skagzilla as a one-off creature had not another giant, aged but apaprently normal skag done the same in Borderlands 2.
I ended up truncating some of the changes and tied them to the aging rules, leading to the odd situation where they get weaker as the reach their monstrous final forms. This may all be edited later after feedback.
So it's been a while.
What was surposed to be a short break for work and to reset my erratic schedualing managed to become 2 months. My only consultation is that Throne of Salt, the blog which inspired me to restart this blog after leaving it for 5 years hasn't updated since September, but Dan writes more than me and more frequently.
So if you don't know Borderlands, it was a video game series by Gearbox Software which pioneered the Looter-Shooter genre. Where you shoot through a class-based FPS and constantly find and exchange gear (mostly guns) for better versions.
Apart from the nice cell-shaded graphic, the main draw was the desolate wastes of the planet Pandora and the dark humour that cam with it being populated by an ecology of horrible monsters, Mad Max bandits and hard-scrabbled settlers.
But there is a fun intersection here with Cyberpunk. In a set of audio logs, the governor of one of the few refugee settlements to survive lays out the background details of how the planet came to be like it is. This background and the whole setting's background changed every game so it's only relevant for the first game where the lore was established.
This puts the game in a new perspective. Thity thousand prisoners got released 2 years prior and manage to route 600 armed men (who were mostly left there by Dahl), plus an unknown, isolated by well-armed civilian/administrative population. There couldn't have been more than 100,000 people on the entire planet in it's heyday and probably a lot lower. Yes the Crimson Lance was there as well making things worse but this looks less like a Mad Max planet and more like a single region left as an open-air prison.
Which brigns up to the topic at hand.