Mutant: The Aberration: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
m (1 revision imported)
m (8 revisions imported)
 
(No difference)

Latest revision as of 08:11, 22 June 2023

This article is about a homebrew that has been abandoned by its creators.
Prepare for broken rulesets, links, and promises.

In the World of Darkness, there exist mortals. Amongst them, there exists the few whose genetic codes and form aren't set in stone. They may be the latest descendant of a bloodline who has a history of genetic defects. They may be born in places with high pollution or radiation. Yet some are the products of cutting-edge scientific experiments, while others are the product of strange magick seeping into their bodies. They are Mutants. They could have bug eyes. Extra limbs. Tentacles. Jaws filled to the brim with teeth. Skin like bark.

initial ideas (as far as I can remember):

  • Mutations aren't 'permanent' like disciplines. They can be discarded and taken.
  • You get mutations, somehow, by eating other mutants, or eating chemicals/stuff which can alter your genes.
  • There's supposed to be some kind of 'morality' system that makes them acceptable to society or not.

thus, I propose the mechanics as such:

  • Genes: a kind of 'inventory space' for mutations. More Genes = more possible Mutations you can have at one point.
  • Mutagens: points spent to acquire a Mutation. You get this by eating other mutants or eating chemicals and stuff what can damage your genes. Examples of possible Mutagen sources include LSD, asbestos, radioactivity, radioactive materials, pollutants.
  • Aberration: level of bodily horror you've acquired. Tied with how many Mutations you have. Ab 0 is a normal human being, Ab 10 is something like The Thing (the one that crashed in Antarctic, not the Fantastic 4). Higher Aberration counts makes you more prone to drops in Morality. Also affects Social attributes with non-Mutants.
  • Mutations: body modifications that is more like 'equipment' rather than 'skill'.
  • Mutation Categories:
    • Predatory: teeth, spikes, poison glands, claws, anything that can hurt your enemies.
    • Defensive: shells, camouflage, skunk fart, tough skin, bone plates, anything that can defend against your enemies.
    • Locomotive: legs, arms, tentacles, tails, pseudopods, anything that can move you in different ways.
    • Sensory: eyes, ears, dermal nerves, olfactory bulbs, antennae, anything that lets you feel the world in different ways.
    • Miscellaneous: other stuff that can't be classified to any of the above, like gills, auxiliary lungs, pheromone glands, rapid regeneration rate, metabolism, and others.
World of Darkness Games 
Old World of Darkness New World of Darkness
Offical Games Vampire: The Masquerade
Werewolf: The Apocalypse
Mage: The Ascension
Wraith: The Oblivion
Changeling: The Dreaming
Hunter: The Reckoning
Kindred of the East
Mummy: The Resurrection
Demon: The Fallen


Vampire: The Requiem
Werewolf: The Forsaken
Mage: The Awakening
Promethean: The Created
Changeling: The Lost
Hunter: The Vigil
Geist: The Sin-Eaters
Mummy: The Curse
Demon: The Descent
Beast: The Primordial
Deviant: The Renegades

Fan-made Games Atlantean: The Longing
Exalted Versus World of Darkness
Gargoyles: The Vigil
Greys: The Abduction
Highlander: The Gathering
Senshi: The Merchandising
Tech Infantry
Zombie: The Coil




Alien: The Stranded
Dragon: The Embers
Genius: The Transgression
Giant: The Perfidious
Hunchback: The Lurching
Janus: The Persona
Leviathan: The Tempest
Mutant: The Aberration
Outsider: The Calling
Princess: The Hopeful
Psychic: The Gifted
Siren: The Drowning
Sovereign: The Autonomy
Wraith: The Arising