1)...
Joke monsters, ... pun names, ... anything that strains the bounds of simulationism ...
So, nothing from Gamma World 1e
Ever heard of the Centisteed and Hoop?
I will use classic Gamma World creatures, despite them being big humanoid bunnies that turn metal to rubber. But I promise to get not sillier than the originals.
'Simulationism' as in 'reality' or 'making sense in the established setting'?
We speak about a postapocalyptic world were radiation is is more likely to cause you to grow an extra arm than to kill you.
Would this be fine?
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2d6+6 for abilities to rolled in order (or not) are fine for the random/control axis?
Mutations will be random with the option to have less than maximal mutations on the beginning.
The characters will all be human, animal, or plant mutants with 2d4 Mutations. The mutations will be rolled.
All have the same class.
d10 HD (add con mod for each level)
+1 BaB / level
+1 to all saves / level
6 skill points per level (don't add any ability mod)
1 feat / level
2 ability increases / 4 levels
Skill ranks total will be skill points + ability mod + 3.
and we use this skill list:
Skills - Pathfinder_OGC
Use Magic device will be replaced with use Gamma Tech Device (Int). No spellcraft and Knowledges (x) will be replaces with more appropriate categories.
Craft/Tech sub-skills are:
• Bang: Explosives, gunpowder weapons, internal combustion engines, etc.
• Hard: Metals, alloys, structures, vehicles, armor, etc.
• Med: Medicine, surgery, medical relics, etc .
• Zap: Energy weapons, beams, force fields, etc .
Languages:
You start with your village's pidgin (speak/understand only)