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post apocalyptic barberian action
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<blockquote data-quote="michaeljpastor" data-source="post: 8560537" data-attributes="member: 81243"><p>We only got to play a few sessions as post holocaust. Basically they went through a portal that transported them from Fantasyland to science fiction land and the transition mutated a few of them in similar ways to how the natives has been mutated.</p><p></p><p>What was so much fun, as an example, is one of the characters basically mutated into a 5 ft tall Smurf who is immune to any kind of psychic manipulation. We sort of retconned him into being basically a member of one of the native races who were all copper-based amphibious and resistant to the radiations of the native rock that gave characters their psychic powers so they couldn't be manipulated. So they could never have psionics themselves but it wasn't all bad really since there was an inherent balance to the trait.</p><p></p><p>The ones who decided to play pure strain human types who couldn't be mutated at all enjoyed it for a while but afterwards said it would obviously be more fun to have the chance.</p><p></p><p>Another option was no mutations, but they could have psychic powers. The characters who would play magic based characters in d&d essentially just continued the same thing in the new setting with a few minor changes. </p><p></p><p>One character mutated into basically a small yeti (still medium sized but very very strong) who had armored feet basically. Since half of us played soccer someone joked that he should kick boulders as his ranged weapon and it was done to hilarious effect sometimes especially if he missed or God forbid rolled a one and the ricochet affects were almost like chaos magic.</p><p></p><p>But one thing I never got to implement in play, because it took so long to create, was two different kinds of mutations. The "extra physical" which included such things as the energy drains and fire breathing and other goofy stuff like that was on one table. You had to roll in the upper 90s in order to get those mutations on a d100. I separated them so that you could do the extra- scientific mutations as an option if you wanted to keep everything strictly physiological and more hard science than science fantasy.The other table was strictly physiological mutations so one would have four arms or three toes or purple hair or plated skin or proto wings. That table was huge (with TONS of subtables) and my siblings, who did not play role playing games, loved play testing it, randomly rolling physical mutations for hours on end, especially on road trips in the car; and I just discovered that my sister thought it was the most fun things that we used to do together as siblings. I'm not really an artist but I would attempt to draw them and went through many iterations based on my siblings feedback. I've always wanted to create a software program that did it for you, and without easy it is to do skinning and 3D model printing it'd be really awesome to see. One mutant with four arms and three toes can look very different from another mutant with four arms and three toes.</p><p></p><p> I no longer have the tables but I really been itching to reproduce them as a gamma world option.</p></blockquote><p></p>
[QUOTE="michaeljpastor, post: 8560537, member: 81243"] We only got to play a few sessions as post holocaust. Basically they went through a portal that transported them from Fantasyland to science fiction land and the transition mutated a few of them in similar ways to how the natives has been mutated. What was so much fun, as an example, is one of the characters basically mutated into a 5 ft tall Smurf who is immune to any kind of psychic manipulation. We sort of retconned him into being basically a member of one of the native races who were all copper-based amphibious and resistant to the radiations of the native rock that gave characters their psychic powers so they couldn't be manipulated. So they could never have psionics themselves but it wasn't all bad really since there was an inherent balance to the trait. The ones who decided to play pure strain human types who couldn't be mutated at all enjoyed it for a while but afterwards said it would obviously be more fun to have the chance. Another option was no mutations, but they could have psychic powers. The characters who would play magic based characters in d&d essentially just continued the same thing in the new setting with a few minor changes. One character mutated into basically a small yeti (still medium sized but very very strong) who had armored feet basically. Since half of us played soccer someone joked that he should kick boulders as his ranged weapon and it was done to hilarious effect sometimes especially if he missed or God forbid rolled a one and the ricochet affects were almost like chaos magic. But one thing I never got to implement in play, because it took so long to create, was two different kinds of mutations. The "extra physical" which included such things as the energy drains and fire breathing and other goofy stuff like that was on one table. You had to roll in the upper 90s in order to get those mutations on a d100. I separated them so that you could do the extra- scientific mutations as an option if you wanted to keep everything strictly physiological and more hard science than science fantasy.The other table was strictly physiological mutations so one would have four arms or three toes or purple hair or plated skin or proto wings. That table was huge (with TONS of subtables) and my siblings, who did not play role playing games, loved play testing it, randomly rolling physical mutations for hours on end, especially on road trips in the car; and I just discovered that my sister thought it was the most fun things that we used to do together as siblings. I'm not really an artist but I would attempt to draw them and went through many iterations based on my siblings feedback. I've always wanted to create a software program that did it for you, and without easy it is to do skinning and 3D model printing it'd be really awesome to see. One mutant with four arms and three toes can look very different from another mutant with four arms and three toes. I no longer have the tables but I really been itching to reproduce them as a gamma world option. [/QUOTE]
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