Mutant animals as a race, and not an RCC?

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jaymz
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Re: Mutant animals as a race, and not an RCC?

Unread post by jaymz »

I'd say just create your mutant as usual sans the raceial/mutant skills, with restictions as to what OCCs they can select with mostly adventurer and most men at arms (juicer borg etc being the exeption and not allowed. If the background of hte mutant race is meant to have been here for decades or through most of the dark age then I'd allow maybe a magic or psionic class as a rarity.... it would be simple and easy to do and wouldn't really cause any issues.
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jaymz
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Re: Mutant animals as a race, and not an RCC?

Unread post by jaymz »

macksting wrote:Ah, you're one of them 'there's the official way, and there's the right way' types, I take it?
I still say one should look to the rules first, so that one knows what one is violating. This is especially important to players, since the GM's changes to the setting can derail one's understanding or thought process, or even demolish a worldview on which much roleplay has been based. So I still say, consult the Conversion Book's notes on TMNT before you rush into making your own rules. Then, when you've seen what it has to say, rush off and make your own rules. And do have fun!



NOt at all. I just thought about it logically, a rarity to be sure, and didn't consult a book because i didn'd have one handy :D
I am very opinionated. Yes I rub people the wrong way but at the end of the day I just enjoy good hard discussion and will gladly walk away agreeing to not agree :D

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jaymz
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Re: Mutant animals as a race, and not an RCC?

Unread post by jaymz »

pat wrote:
jaymz wrote:
macksting wrote:Ah, you're one of them 'there's the official way, and there's the right way' types, I take it?
I still say one should look to the rules first, so that one knows what one is violating. This is especially important to players, since the GM's changes to the setting can derail one's understanding or thought process, or even demolish a worldview on which much roleplay has been based. So I still say, consult the Conversion Book's notes on TMNT before you rush into making your own rules. Then, when you've seen what it has to say, rush off and make your own rules. And do have fun!



NOt at all. I just thought about it logically, a rarity to be sure, and didn't consult a book because i didn'd have one handy :D


Jaymz,
Thanks for your suggestion. I'm digging the way you think. So far I'm working with the "it makes sense" vs. "fair play". I've almost killed a PC so far. Made more sense than being fair. I've always felt hurt over the lack of weaker, more randon mutations. The only real mutations from either main book seem to be RCCs. I've got this wonderful resource AtB and want to use it for all its worth. I'm gonna use your idea about removing the skills and allowing certain OCCs that make sense.

Thanks for you validation,
pat



Glad to be of service to SOMEONE :D
I am very opinionated. Yes I rub people the wrong way but at the end of the day I just enjoy good hard discussion and will gladly walk away agreeing to not agree :D

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Re: Mutant animals as a race, and not an RCC?

Unread post by Tricky »

I think that if your GM thinks that it won't unbalance the game, it should be ok. I mean, a mutant wolf who somehow became a cyber knight sounds at first to be a bit over the top, but when you consider that he's basicly the same as a member of the Wolfen race, a race that CAN be a CK, then it sounds pretty logical.

I've often thought there should be some kind of rule to use a Mutant animal character with an OCC in a game (back in the day, my brother's Robotech game had at least one Mutant Animal pilot; don't ask me why).
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