Twisted by radiation and biological mutagens left after the Apocs, these former humans are as diverse as they are potentially dangerous. Many mutants find themselves persecuted for their deformities. Others seek like-minded mutants to form their own societies and groups.
PLAYING a Mutant
Mutants are a species that focus around using their limit flags to produce effects that can warp reality and allow them to perform high powered feats. They are also a species that is highly resistant to radiation.
PERKS
Mutants start the game with 100 XP to spend on perks. Mutants can purchase General perks and mutant species perks listed below.
SPECIES POWERS
- Mutant 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 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 selection of special perks, items and chems.
- After resting, a 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.
- Mutant characters may pull a limit flag to recover an ability packet from the nearby area.
ABILITY PACKETS
Some mutant abilities require you to use an ability packet. These small throwing props are a classic staple in live action role playing games. These props represent psychic forces, elemental attacks or other non-physical effects. Once an ability packet has been thrown or used, it is out of game and no longer exists (it will be recovered by staff during a sweep), unless the perk that requires you to use the ability prop allows you to recover the ability packet. If a perk requires you to use an ability prop and you have none, you cannot use those perks. Ability packets will be provided by the game.
LIMIT RECOVERY
- Mutant characters can recover limit flags by resting. The default rest time for mutants is 5 minutes, but can be altered by perks.
- When fresh, a mutant can rest to recover an ability packet.
- When resting, mutant 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
Mutant characters must have at least 3 visible mutations integrated into their costuming. These mutations can be covered up by additional costuming like hoods, cloaks and robes etc. but if that costuming is removed, the mutation must be visible.
Mutation costuming elements should be a significant piece (or pieces) of costuming. The following guidelines should be used to create your costuming elements for your 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 mutation. Below is a list of pre-approved mutations for character costuming.
- Radiation can deform the body. Consider things like extra limbs, a hunched back, tumorous growths or a misshapen head.
- Some mutant powers are focused around generating electrical energy through bioelectricity, so things like glowing skin paint, temporary tattoos that look like electrical burns or lightning bolts.
- Mutants can be part plant or fungus. Consider things like bark-skin, fungal growths or leaves.
- Obvious facial prosthetics like an extra eye, inhuman ears or exposed brain prosthetics.
- Avoid animalistic costuming that could confuse your species costuming as part of the stray.