does anyone have any rules on running marvel type mutants in a fantasy d&d setting?
my main premise was that one or a few of them got whisked away by a rouge spell or the places where they grew up had a high concentration of magic that warped their genes in odd ways and not just the different skin color, three heads etc. and i need the rules on their abilities/powers etc without unbalancing the game.
my main premise was that one or a few of them got whisked away by a rouge spell or the places where they grew up had a high concentration of magic that warped their genes in odd ways and not just the different skin color, three heads etc. and i need the rules on their abilities/powers etc without unbalancing the game.
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