Mutoid

Not all mutants are the same. Some are very, very, very strange. Mutoids are small sized mutants that float, slither or hop about. These strange new life forms created by the wasteland are still just trying to make it to tomorrow.

PLAYING a Mutoid

Mutoid are a special type of species that is represented by a puppet, and the player portraying the character acts as the puppet, while their physical body is treated as not part of the game itself.

PERKS

Mutoids start the game with 100 XP to spend on perks. Mutoids can purchase General perks and mutant species perks.

SPECIES POWERS

You will need to pick one of two body types (floater, or crawler) when you create your mutoid character. The body type you select will change your statistics forever, and dictate how you operate your mutoid puppet.
The following rules apply to all mutoid regardless of body type:

  • While playing as a mutoid, you will operate a mutoid puppet instead of acting as the character you are playing.
  • Mutoids do not have limbs, and cannot have any limbs disabled. When a mutoid receives an [[injury]] that affects a limb, a different [[injury]] needs to be determined.
  • Mutoids can NEVER make melee attacks. Your mutoid prop is never to be used as a melee weapon.
  • Mutoids can NEVER use ranged weapon props, but can use mutant perks that require throwing an ability packet.
  • Mutoids cannot install limb cyberware.
  • Mutoids cannot wear armor.
  • Mutoid characters start with a radiation buffer of 1. Each level of their radiation buffer prevents you from suffering from radiation poison. You do not start reducing your [[max health]] due to radiation poisoning until the number of radiation bracelets you are wearing exceeds this buffer. This buffer can increase with selection of special perks, items and chems.
  • You can carry a number of ability packets equal to your radiation buffer level.
  • Mutoids have 3 extra ability packets that can be recovered at the end of any encounter they are used in. Mutoids [[may]] throw ability packets at any time and call “[[HARM]]”. Mutoids can use any mutant perk that requires a melee attack with these packets.
The following rules apply to mutoids of the crawler body type:
  • Your carrying capacity is 10.
  • Your [[Max Health]] is increased by 1.
The following rules apply to mutoids of the floater body type:
  • Your [[carrying capacity]] is 2.
  • You are [[immune]] to [[grab]].

LIMIT RECOVERY

  • Mutoid characters can recover [[limit flags]] by [[resting]]. The default [[rest]] time for a mutoid is 5 minutes, but can be altered by perks.
  • When [[resting]], mutoid characters may remove an equipped radiation bracelet and put it in their out of game bag to recover all of their [[limit flags]] after a single [[rest]].

COSTUMING REQUIREMENTS

  • Mutoids [[must]] look like small fleshy mutated creatures. This can be taken in many directions like a floating brain, or a crawling bug. Use your imagination when creating a mutoid, and always remember rule number 1.
  • You must wear a [[blue]] headband to signify that YOU are out of game, and that your prop is the actual character. This headband [[must]] be provided by you.
  • Mutoid props [[must]] be attached to a 6 foot handle that you use to operate the prop. When moving, you need to have both hands on your control handle.
  • No matter what body type choice you make, your mutoid [[must]] at least take up the majority of a two foot sphere. You can exceed this limit, but you must attempt to create a mutoid that fills as much of this space as possible.
  • Mutoids can integrate puppetry parts (moving mouths, limbs etc), but are not required to do so.
  • Mutoids must be constructed to avoid sharp hard points, hard edges or exposed metal.
  • Your mutoid will be struck in combat and must be strong enough to resist boffer weapons. Your opponents will be required to strike as lightly as possible but accidents can occur and your mutoid needs to be able to take an accidental trampling, bump or fall.

Crawler Mutoids:
  • Crawler mutoids [[must]] be held downwards, like a hockey stick.
  • These mutoids must always maintain contact or near contact (no more than about 6 inches) with the ground.
Floater Mutoids:
  • Hover mutoids [[must]] be held upwards, like a flag (this can be angled, but above an angle that is parallel to the ground). Be careful not to hold it too closely to your head for safety purposes.