this is something i've been thinking about for a bit. unlike ATB1, the new backstory for ATB2 opens up alot more potential for character customization. you have a pre-crash world where genetic modification is commonplace. then you layer in the mutating sickness and the radiation, and you have a perfect mix for some really odd results.
for example, the mutating sickness caused animals to produce into anthromorphic offspring. but the traits passed on had ot have been more or less random, since not all gained the same anthromorphic traits. (thus explaining the range of looks, hands, ect...)
and you have all the odd alterations from before the crash. custom hair colors for example. and of course radiation would cause some oddities too. many of these would likely be the result of "fads" or "customization packages" for pets, alterations to otherwise normal animals that eventually worked their way into the genepools..
all of these combined would mean that a character in ATB has more options than just "species and class" at their disposal. a whole range of colors, patterns, physical abnormalities, and odd abilities should be available to the regular characters, not just chimeras or purebreeds.
so what i'm proposing is a list of things characters could choose during creation, to help give their character an extra bit of uniqueness.
i was thinking we have a few catagories (we can add more if anyone thinks of more), and we give suggestions for things in those catagories. i know that some settings already have similar lists MiO comes to mind), but i'd prefer that instead of just saying "look at X table" you list some of the entires you consider worth making available in a more widespread form.
to help balance these in character creation, things that would provide a benefit to characters should have a BIO-E cost attached, while detriments should provide extra Bio-E. things with no real gameplay effect (like different skin color or patterns) probably shouldn't get BIO-E costs either way.
i'd suspect the most used part of such a table would be appearance options. why don't we start with them?
Apperance:
....Skin/fur color (allows you to make characters with non-normal colors)
....Skin/Fur pattern (allows you to use a different pattern of colors for the skin or fur)
....Skin type (changes the type of skin you have. furry reptile for example, or scaly cats..)
....Distinctive features (like hedgehog spines or lizard crests, ect..)
within these groupings, what would you suggest?
Wild Mutations
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- glitterboy2098
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Wild Mutations
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
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Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Re: Wild Mutations
I like it. Colors I'd give as a freebie, except for maybe camouflage (since that already costs Bio-E for snakes, go with that cost, or maybe a bit less, always though that was too expensive to begin with). I could see a lot of the stereotypical anime cliches showing up. Mutant cats with bright pink hair, certain unmentionable spiny rodents colored blue, etc. Maybe have glow in the dark hair as a disadvantage?
Should scales include an option for AR? That would definitely count as a benefit. Maybe something like this...
Ugly scales. Large ugly scales cover the body in a very unnatural pattern, or partially cover with hair showing through. -2 to PB, becomes susceptible to cold temperatures (-2 to rolls when below freezing), -5 Bio-E
Decorative scales. Natural looking scales replace fur on the mutant. no bonus or penalty.
Armored scales. Tough scales cover the mutant and provide additional protection. Same as light natural armor (don't have my book handy). Possibly allow combination with Ugly scales?
I'll ponder this idea further.
Should scales include an option for AR? That would definitely count as a benefit. Maybe something like this...
Ugly scales. Large ugly scales cover the body in a very unnatural pattern, or partially cover with hair showing through. -2 to PB, becomes susceptible to cold temperatures (-2 to rolls when below freezing), -5 Bio-E
Decorative scales. Natural looking scales replace fur on the mutant. no bonus or penalty.
Armored scales. Tough scales cover the mutant and provide additional protection. Same as light natural armor (don't have my book handy). Possibly allow combination with Ugly scales?
I'll ponder this idea further.
David Johnson
aka Fubarius
aka Fubarius
- glitterboy2098
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Re: Wild Mutations
Fubarius wrote:I like it. Colors I'd give as a freebie, except for maybe camouflage (since that already costs Bio-E for snakes, go with that cost, or maybe a bit less, always though that was too expensive to begin with). I could see a lot of the stereotypical anime cliches showing up. Mutant cats with bright pink hair, certain unmentionable spiny rodents colored blue, etc. Maybe have glow in the dark hair as a disadvantage?
one of the reason's behind this actually. one would suspect that during the pre-crash, people with the money and talent to genetweak animals would be producing stuff based on their popular culture icons. since many of those would be popular enough to be widespread, the traits would continue on. the anthro community could also spawn entires on this list. like getting wings when they aren't an avian or bat, for example.
Should scales include an option for AR? That would definitely count as a benefit. Maybe something like this...
Ugly scales. Large ugly scales cover the body in a very unnatural pattern, or partially cover with hair showing through. -2 to PB, becomes susceptible to cold temperatures (-2 to rolls when below freezing), -5 Bio-E
Decorative scales. Natural looking scales replace fur on the mutant. no bonus or penalty.
Armored scales. Tough scales cover the mutant and provide additional protection. Same as light natural armor (don't have my book handy). Possibly allow combination with Ugly scales?
that looks good. when multiple options could be done, having each having a distinct difference would give more variety while avoiding too many redundant entires.
I'll ponder this idea further.
ponder away. i'll be making a list of things myself...
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Re: Wild Mutations
For random wild mutations, nothing beats the Boschala from Beyond the Supernatural.
I've considering making a similar table for creating Random Mutant Abominations, but never got around to it because the Boschala generation tables always seemed to fit the bill.
Maybe this will be my new project for the month.
I've considering making a similar table for creating Random Mutant Abominations, but never got around to it because the Boschala generation tables always seemed to fit the bill.
Maybe this will be my new project for the month.
AtB Warehouse Blog (New Animals, Adventures, Bestiary, and More)
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That's REAL LIFE. I'm talking PALLADIUM. Confuse the two at your own peril
~Nekira Sudacne