Tech-Mutant

The natural affinity for mutants to generate electricity with their mutant powers has created a natural path that some mutants have taken with their mutations. Some mutants are able to integrate with and become part of the discarded technology of the old world.

PLAYING a Tech-Mutant

Tech-mutants have a large amount of options available to them. You will need to carefully balance your abilities, and read your perk choices thoroughly, as some of them will have no effects on your character and might even be poor choices.

PERKS

Tech-mutants start the game with 100 XP to spend on perks. Tech-mutants can purchase general perks, mutant perks, and android perks (chapter 7).

SPECIES POWERS

  • Tech-mutants count as both robotic and organic. If an ability affects only robotic or only organic species, it affects a tech-mutant.
  • Tech-mutants start with the ability to equip a total of 2 health flags, but may also equip durability flags as long as the total number of health flags and durability flags doesn’t exceed their maximum health flags.
  • When a tech-mutant suffers an injury, they may choose to suffer a malfunction instead. These malfunctions and injuries progress as normal, and if you get a malfunction or injury that shares a type with an injury or malfunction that you already have, you gain the greater version of the card you already possessed, or in the case of major injuries or malfunctions, suffer the fate of the first card.
  • After resting, a tech-mutant can turn in any radiation bracelets that they are wearing to game ops in exchange for ability packet props (detailed below). You can carry a number of ability packets equal to your radiation buffer level.
  • Tech-mutants start with a radiation buffer of 0. Each level of their radiation buffer prevents them from suffering from radiation poisoning. You do not start reducing your maximum health flags due to radiation poisoning (chapter 10) until the number of radiation bracelets you are wearing exceeds this buffer. This buffer can increase with certain perks, items and chems.

LIMIT RECOVERY

  • Tech-mutant characters can recover limit flags by resting. The default rest time for tech-mutants is 10 minutes, but can be altered by perks.
  • When fresh, a tech-mutant can rest to recover an ability packet.
  • When resting, a tech-mutant 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

Tech-Mutant characters must have at least 3 visible techno-integrations visible in their costuming. These techno-integrations can be covered up by additional costuming like hoods, cloaks and robes etc. but if that costuming is removed, the techno-integrations must be visible.
Techno-integration costuming elements should be a significant piece (or pieces) of costuming. The following guidelines should be used to create your costuming elements for your tech-mutant characters. Please keep in mind that the focus on these costuming elements should be theater and show, and not trying to figure out the way in which you can get away with the least amount of costuming. However, do not constrain your creativity due to these guidelines, if you have ideas for costuming, feel free to check in with staff before the game (and before spending any money or effort on the costuming) to see if it is an acceptable techno-integration. Below is a list of pre-approved techno-integrations for character costuming.

  • A wig or helmet with wires in the place of hair.
  • Arms or legs covered with non-standard armor that resembles something like what you would see on a giant robot.
  • Masks that have facial features created out of scrap parts like computer fans, exhaust grates, and the like.
  • Additional limbs that look like someone's junk-drawer spat out an arm.