6 thoughts on “Sean Gomes​ – will we be seeing a mutant origin or career in the upcoming supplement?”

  1. That one is up in the air. I’m actually toying with two “mutant” types. Mutant itself would likely be an origin, and Twisted would be a career. That way a non-mutant can gain mutations by being exposed to [chemicals/cosmic rays/astral horrors/science!!!*]

    Also, I feel the Twisted career might be a way I can give players the option for progression-driven stat modification. Still very early design on that one, we’ll see how it shakes out.

    *Note that science!!! is not the same as boring old “science”. If it doesn’t give it tentacles, grow it to titanic size and/or make it explode, it’s not science!!!.

  2. The big question is how many people will want to take a skill that has “Choose either a large baleful eye or a cluster of small eyes, and where it grows on your body” as a rider. Maybe I’ll save the overt body-horror for the Origin, and have the Twisted career be more subtle body-twisting (squash/stretch, as opposed to eyes and tentacles).

  3. I would think the mutant career would be able to give skills like some kind of frightful presence, psychic ability, super strength, natural attack or maybe super hearing or something. Is that kinda what your thinking?

  4. That’s pretty much how I envisioned it. The Xp Triggers would each involve one of the ways to get mutated.

    It’s the Skills that I’m still working on.

    I was toying with the +Stat idea, but it’s just not very flavorful, it’s just numbers.

    The visual aspect of the mutation is a highly variable penalty. For some it can make the skill unusable, for others it is negligible.

    I think I’ll need to spend more time on this particular problem before I come up with something I like.

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