03 August 2013

[Mutants & Machine-guns] New races!

A portion of this post is by Tanner Yea of http://pulpwood.blogspot.com
You can see the original post here http://pulpwood.bl ogspot.com/2013/07/some-new-races-for-mutants-machine-guns.html


I really like how he create the new race. Now you can play MuMa as a plant!



Repost of new race

Mutated Plants - Pick a plant type (Cactus: gets Spike Growth mutation; Tree: Gigantism mutation; Mushroom: Acid Spit mutation; Flowering/Fruit Bearing: Enhanced Healing mutation). Roll 1d6 + 8 HP and gets 2 mutations

Cyborg - Can install 10 TU of equipment into his/her body, representing cybernetic parts. Can't mutate, but can take up to 20 RP. Roll 1d6 + 10 HP

Android - Doesn't need to eat, drink, sleep or breathe. Can't mutate, but can take up to 20 RP. Gains 2 mutations that represent android model. Roll 1d6 + 8 HP

I add a few rules for Android - They cannot heal themselves naturally. They need to be repaired. During rest pick difficulty and make a Mental Roll (TN 7 - heal 1d3 or 1d6 divide 2 HP, TN 9 - heal 1d6 HP, TN 11 - heal 1d6 + 2 HP) You can only repair once every rest.

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