Rules & Regulamentations II - Using MF to Roll Mutant PCs in Humanspace - Part TwoWelcome one and all, reverend persons, High nobles, Astronaut cultists, Imperial scientists, wanderers, non-humans and all other pursuers of wisdom.
Hence we continue our exposition on human biological mutations on Humanspace Empires and the utility of Mutant Future for generating such player characters.
So grab thine copy of MF and thine HE Playest Draft, and read on.
CREATING A MUTANT PLAYER CHARACTER FOR HUMANSPACE EMPIRESNote that these guidelines, with a sole exception specified at the end, apply only to Human mutants. No provisions are made here to roll a mutant Ahoggya or Pe Choi.
Unlike Mutant Future, in Humanspace Empires "Mutant" is a race, not a Character Class. A mutant PC still gets to select a HE class (with a limitation) but some of his racial traits take precedence over the ones of his class. The data below is used in lieu of that found on
Pg. 145 of the Mutant Future rules book .
Mutant HumanRequirements: None
Prime Requisite: STR (regardless of Class)
Hit Dice: 1d6 (see experience table)
Attack Table: per Class
Maximum Level: None
Saving Throws: Use the Saving Throw table found on
Pg. 50 of Mutant Future rules book regardless of Class chosen and rename the type of save thusly:
Energy Attacks ---> Energy Blast
Poison or Death ---> Poison and Disease
Stun Attacks ---> PSY Effects
Radiation ---> Death
MUTANT LEVEL PROGRESSIONLevel - XP Needed - Hit dice (d6)1 - 0,000 - 1+6hp
2 - 1,876 - 2+6hp
3 - 3,751 - 3+6hp
4 - 7,501 - 4+6hp
5 - 15,001 - 5+6hp
6 - 30,001 - 6+6hp
7 - 60,001 - 7+6hp
8 - 120,001 - 8+6hp
9 - 240,001 - 9+6hp
10 - 340,001 - +1 hp only
11 - 440,001 - +1 hp only
12 - 540,001 - +1 hp only
13 - 640,001 - +1 hp only
14 - 760,001 - +1 hp only
15 - 880,001 - +1 hp only
16 - 1,000,001 - +1 hp only
17 - 1,120,001 - +1 hp only
18 - 1,240,001 - +1 hp only
19 - 1,360,001 - +1 hp only
20 - 1,480,001 - +1 hp only
Note: Hit point modifiers from constitution are ignored at level 10 and above
Step 1 - Generate Ability ScoresThis is done normally using whatever method the Game Master decrees.
Step 2 - Generate MutationsThis is done as indicated in MF Section 9: Mutants and Mazes starting on
Pg. 145. After all beneficial and detrimental mutations are determined go to step 3. (some guidelines for this step will be presented later).
Step 3 - Determine Mutant NatureReview all of the character's mutations that are active at 1st character level and find into which of the 4 nature types he fits:
Human-like, Passable, Concealable or
Evident. The Nature together with Origin (below) will affect the PC's Social class options.
Human-likeHuman-like mutants have no malformations or physical manifestations of their condition whatsoever. Unless the character uses his powers in a visible manner, or is subjected to a genetic test (or internal exam in the case of mutants with internal morphological differences), no one will take him for anything other than a normal human.
Even using his mutations might not necessarily alert a witness, many mutant powers can could be dissimulated as PSY Powers or Super-scientific abilities.
PassableA Passable mutant has visible morphological traits, malformations, etc, that could be mistaken by onlookers for a naturally-occurring medical condition, such as dwarfism or gigantism.
ConcealableThe character has physical traits which are obviously mutant in origin and cannot be passed off as a naturally-occurring medical condition, but may be concealed with little effort. Examples include simple things like fangs, claws, eyes of unnatural colors but might go as far as having a second face tucked away in the chest.
EvidentAnyone can tell the mutant is not a normal human just by looking at him due to odd traits that cannot be hidden for such as: odd skin color, covered in fur, extra limbs, horns, etc.
Optional Rule: regardless of mutation results the player can choose to make his mutant's Nature
Concealable or
Evident. Simply add one or more traits with no positive or negative mechanical effects (skin, eye or hair color, size of eyes and ears, different number of digits on hands, etc)
Step 4 - Determine Mutant OriginOn Humanspace a human mutant can be what he is due to several different causes. These might affect the the Social Classes available to the character particularly in conjunction with Nature.
Mutant Player Characters are sufficiently rare in Humanspace that there is no need to elaborate a percentile roll table with different incidence for each origin, a straight roll will suffice. Roll on the table below and note down all results.
MUTANT ORIGIN TABLE (roll 1d8)1 - Defective Sultyat Clone
2 - Dormant Clonemaster Genes
3 - Hybrid Progeny
4 - Natural Mutant
5 - Noble Clone - (if mutant's Nature is
Evident roll again)
6 - Stable Genome
7 - Vat-Grown
8 - Player's Choice
Defective Sultyat CloneMore often than is readily admitted the clone-vats where the Imperial Sultyat Legions are grown suffer malfunctions and produce a wild result. Most mutant legionnaires are abominations unable to live on their own outside the artificial wombs. Some are viable but their inferior nature targets them for disposal and protein recycling.
Every so often, a defective clone manifests extraordinary inborn abilities. In these cases the clone is usually spared and taken for further studies. By Imperial law he will be unfit for normal Legion duties but the possibility exists his mutations could be of service to the Veritable Autocrator,
May Entropy of His Person Ever be Assuaged, as a member of a secret task force. It is also not unknown for a
Sultyat clone-vat engineer to keep the mutant around as a pet or serf, or even sell it to a person willing to pay the price.
Like their all his normal brethren a defective Sultyat clone has been sterilized and cannot reproduce.
Unless the character is deformed in some way his facial features and body type will belong to any of the several Sultyat variants and he can be identified as such by Imperial legionnaires and persons familiar with the legions
Social Class: Slave, Bondsman or Citizen. If the defective clone
Human-like in Nature he is automatically a Citizen that has completed his terms of service on the Legions and unless the player chooses otherwise no one knows that the character is really a mutant.
Slaves/Bondsmen might begin the game having recently escaped servitude and living as a Shadow, but still use the Slave/Bondsman rules for character generation. The player should specify exactly who the former master was and more than likely there's a warrant for the character's arrest.
Dormant Clonemaster GenesDuring their reign of 220 centuries the Clonemasters wrecked havoc with the Human Genome and created many wonders and horrors. While most of their legacy has been destroyed its most insidious form is still well present within the DNA of a fair number of humans today: the dormant genes.
The mutant is the son/daughter of two normal humans who carried the specific combination of Clonemaster dormant genes to have a roughly 1-in-4 chance of birthing a mutant child.
The PC will be fertile and can procreate with normal humans, any children he fathers will have a 50% chance of being a mutant too. The character's brothers and sisters have a 25% chance each of being is a mutant like him. In all cases the mutations manifested will be the exact ones the player character bears.
Social Class: Slave/Bondsman, Shadow, Shadow-born or Citizen, regardless of Nature.
The genetic legacy of the Clonemasters has been extirpated from the noble lineages of humanspace during the Cymek Empire's Purity Crusade. Even if a noble couples with a commoner with the Clonemaster dormant genes the result will always be a normal human child (but carrying the dormant genes himself).
Hybrid ProgenyThe character is the progeny of a normal Human parent and a fertile Mutant (of any type). If the mutant parent could pass as human and the PC's Nature is
Concealable or [Evident[/i] this will mean a big surprise to the human parent.
Hybrid Progeny mutants have a 25% chance of being sterile. If they are fertile any children will have a 50% of being mutants too but their mutations are rolled normally.
Social Class: Slave/Bondsman, Shadow, Shadow-born or Citizen. A mutant with either
Human-like or
Concealable nature can also be a Nobling Bastard.
Natural MutantThe character is the progeny of two perfectly normal Human parents. His mutations are fruit of environmental conditions (mutagens, background radiation, etc) that affected him while growing in the mother's womb.
A natural mutant has a 50% chance of being infertile and a 25% chance of fathering mutant children with individual mutations of their own if he isn't.
Social Class: Any for
Human-like and
Passable mutants.
Slave/Bondsman, Shadow, Shadow-born, Citizen or Nobling bastard for
Concealable.
Slave/Bondsman, Shadow, Shadow-born or Citizen for
Evident.
Noble CloneSometimes nobles clone themselves, either for reasons of infertility, egotism or because their natural progeny is a disappointment. These clones are called
Truesons or
Truedaughters to express their genetic equality to the Noble. The current fashion is to grow the clone in the opposite gender.
A mutant Noble Clone is similar in nature to a Defective
Sultyat Clone: something unexpected happened with the clone-vat. Every mutant Noble Clone has a 50% chance of being sterile from birth.
Social Class: Minor Noble,
Ketyel 2nd-Son or Imperial Scion for
Human-like.
Automatically Outcast Noble if
Passable.
Automatically Nobling bastard if
Concealable.
Stable GenomeThe character is not a true mutant but a member of a minor branch of the human race with sufficient genetic drift to have lost inter-fertility with the
Homo Sapiens of 62,011 AD.
The cause for the divergence could be natural evolution in a world quite different from Terra, or the character's race is one of the last extant creations of the Clonemasters in Humanspace. The more the character can pass as human, the more likely it was the former rather than the later.
Regardless of the cause the PC's species is restricted to a single world, or even a specific region of one except for the very rare few who hop aboard a starship. And even those must eventually return if they wish to form a family and leave any sot of legacy. The PC cannot breed with normal humans or human mutants but can create progeny normally with members of his own race.
Social Class: Slave/Bondsman, Shadow or Shadow-born only.
Vat-grownThe mutant was grown on a clone-vat but his mutations aren't the fruit of accident, he was
designed to be like that, most likely using ancient and forbidden Clonemaster lore.
This is a crime of the highest order and requires a fair amount of resources not easily available. Corporations, religious institutions, Astronaut cults and powerful Nobles that don't give a fig about the proscriptions of the Veritable Autocrator,
May His Palace Float Above the Plains of Moon-Europa Until the Sun Turns Into a Nova, are likely candidates for the creator of the mutant character.
Social Class: Slave/Bondsman only. Unless the character party is working for whoever created the PC he starts the game as a fugitive slave and his master(s) are looking for him.
Step 5 - Determine Social ClassCheck the article
Rules & Regulamentations I - Social Class Tables for PCs - "Growing Up On Humanspace" and roll for social class until a result permitted by the mutant's nature and Origin is obtained. Some Origins only have one Social Class available and need no rolling.
Step 6 - Determine Background Tech LevelDefective Sultyat Clones, Noble Clones and
Vat-Grown mutants automatically have the Super-Scientific background.
Stable Genome mutants should roll 1d10: 1-2: Primitive, 3-7: Advanced.
All others roll normally on the table found in Humanspace Empires Revised Playtest Draft
Pg. 15.
Step 7 - Determine Background SkillsThis is done normally as per the rules on
Pgs. 14-16 on HE Revised Playtest Draft with the changes from
"Growing Up On Humanspace". It is recommended to the player that skill selection takes into account his Nature, Origin and Social Class.
Step 8 - Choose Character ClassScientists are not available as a Class choice for mutants. The
Plastic Actualizer or Lens was designed to work only on pure strain humans and a mutant PC's organism would reject it.
This also means Adventurer mutant cannot select powers from the Scientist list.
Most mutants tend to be Adventurers or Warriors, unless their mutations make them poor soldier material; but mutant Astronauts are not unknown.
Step 8.1 - Determine Class Skills/PowersThese are determined normally on the appropriate Class table but the mutant only gets
half the number of Class Skills/Powers normally gained (rounded down) at 1st Level.
If the mutant is an adventurer he still gets the full choice range of Background Skills gained through his class; only the number of staring Class Skills/Powers is reduced.
When the mutant gains a level any new Class Skills/Powers are determined normally and without penalty.
Step 9 - Finish Character GenerationRoll for Hit Points, note down XP required for next level, name character, buy equipment, etc.
Note on equipment: While certain physical mutations may indicate Armor must be adapted or tailor-made for the mutant (at extra cost, of course) it is assumed any purchased during character generation is fully compatible with him at no extra expenditure.
RULINGS FOR MUTATIONS IN HUMANSPACE EMPIRESThe variety of mutation powers present in Mutant Future and the
ad hoc nature of many of them make it impossible to make rulings for full compatibility with Humanspace Empires without what would amount to a full revision.
That is beyond the scope of this article. The goal here is to use the
Mazes & Mutants section of Mutant Future (
Pgs. 145-153) "out of the box" and fit them to a HE character.
The Mazes & Mutants system should be used to determine the mutations of the character as-is and then the effect of each mutation perused to determine if any adaptations should be made for the Humanspace milieu. I suggest the non-random method for selection not be used, this only opens the door to power-gaming and morose character generation.
Here are some personal guidelines for MF mutations in HE:
* MF is more of a kitchen-sink, gonzo game. Some mutations such as
Density Control are "too silly" and unfit for a Space Fantasy game and should be re-rolled. Of course, your mileage may vary.
* Other mutations, such as
Plane Shift are overpowered and out of sync with the setting of Humanspace but can be toned down into something workable, in this case a Nexus Point power. Read the descriptions and see if a re-adaptation would work better than rolling for a different mutation. As above.
* References to
Radiation and
WIL should be taken as "energy" an "PSY" respectively.
Saving Throw vs. Radiation now becomes
Saving Throws vs. Energy Blast.
* Mutant powers based on pheromones or body chemistry might not work at all on alien races or have a different effect than expected.
* Many Armors in Humanspace Empires fully insulate the wearer from his surrounding environment. If the mutant or his target are encased in such armor then powers based on pheromones, body chemistry or touching exposed skin should not work.
* Similarly, powers that allow the mutant to project energy from his hands or eyes cannot be used while wearing most armors unless the character wants to risk damaging it.
* Powers that require use of MF's
Mental Attack Table should now require the target to make a
Saving Throw vs. PSY Effects. If the save is made either the power does not affect the target or he only takes half damage.
* Likewise, substitute
Save vs. Stun Attacks by
Save vs. PSY Effects.
* Many detrimental physical mutations (albinism, hemophilia, reduced immune system, etc) are real-world medical conditions which should be curable with Super-scientific medicine. Such an option should be provided to the mutant player character in-game provided he has the funds to pay for it. An exception to this should be made for Stable Genome mutants; one cannot "cure" them anymore than one could cure a human of his humanity.
* Unlike MF, in Humanspace mutant characters should not be able to develop new Mutations besides the ones they start the game with and those gained at higher levels. In Humanspace radiation simply kills.
* MF characters begin with the equivalent Hit Points of a Humanspace PC of high level. Take this into account when ruling on healing or regenerative mutations.
*
Technology Rolls are fully absent from Humanspace Empires. Either ignore any reference to them or turn them into bonuses/penalties to Technical skills.
* Remember most mental, and many physical mutations can pass as PSY Powers or Super-scientific abilities.
ADDENDUM: MUTANT CLONE SHEN FROM MARSMe extend hand to monkey in greeting. I named
Sshátrr, proud Mutant Clone Shen.
Where Sshátrr come from? From Mars of course! All clone Shen come from Mars, mutant or not mutant.
Mars is Super-scientific planet. Best planet in Monkeyspace to make clones. Mars nice place with big starport, ruined cities, red monkey-women lay eggs. Flyers very popular.
You want to know more about us Mutant Clone Shen? I tell you about us.
Shen is best species in Known Space. Cloned Shen new and improved version of best species.
Mutant Clone Shen even most best than just clones. We different and unique, taller, stronger, shoot laser beams from eyes. Good stuff! We the betterest. No, me no make new word. Stupid monkey not speak good
Sunuz.
Mutant clone Shen all different. We all unique. Why? Ask monkey Mars Masters. They speak about
"making ultimate Shen clone" but never happy with result. Stupid monkey Mars Master not know what good is.
Mutant Clone Shen ability scores rolled normal like not-clone Shen. Everything else the same, but mutations make clone Shen better.
What is "deturiment"? You mean bad stuff? Yes, sometimes things not go right with clone-vat. Maybe monkey Mars Master drunk or maybe he buy second-rate chemicals from nasty Nininyal merchant.
Then clone Shen not come out of clone-vat alright. I have clone-vat brother. Clone-vat brother name
Krrs'sth. He got two tails and very, very small. Almost like Tinalíya. We keep Krrs'sth in birdcage and poke him with stick
HAR, HAR, HAR!
All mutant clone Shen is males. Because males is better that's why..stupid monkey. Shen females too weak, Shen egg-fertilizers too small, male Shen perfect. Just ask monkey Mars Masters.
And all mutant clone Shen is
Warriors, because that what we train for after leaving clone-vat. Warriors is the better! Scientists too geeky, Astronauts too religious and Adventurers useless. Mutant clone Shen leave piloting and repairing to monkeys. We only do Warrior stuff. Warrior stuff is fun!
Nature? What you mean Nature? Everyone know all Shen look the same to silly monkeys, they too stupid to tell different. They think we mutant clone Shen are all
Shen-like.
Hmmm...unless mutant Shen have two heads or something, like vat-brother
K'shk'shu then is
Evident. Unless monkey is blind,
HAR, HAR, HAR!
Shen smarter than monkeys. They always know Mutant Shen Clone is
Evident. Why? Because Shen not stupid like monkeys and can smell each other. Unless mutant Shen in Spacesuit or Space Armor, then Shen can't smell.
Sshátrr always in skin suit with bubble cap near other Shen. Why? Because Shen not like mutant Shen. Stupid monkey know this if stupid monkey was Shen.
Monkey most always stupid, even monkey leaders stupid sometimes.
Monkey leaders no like each other sometimes. Like Mars monkey Master and head monkey of Monkeyspace Veritable Autocrator,
May He Always Have Lots of Bananas to Eat. If they become friends maybe clone Shen become
Sultyat Legion. That great!
Sultyat do lots of fun Warrior stuff.
Origin? Monkey ask too many questions. We Clone Shen born in Martian clone-vat, what you expect?
Mutant Shen clones always be
Slaves or
Bondsmen because life crap for clone Shen in Monkeyspace and stingy, stupid Martian monkey Masters no give Shen citizenship for good service...ever.
So mutant clone Shen must become fugitive if wants to leave Mars. Nasty Mars monkey Masters always want escaped mutant clone Shen back.
Yes, monkey right. We not on Mars so
Sshátrr be fugitive and Mars monkey Masters looking for...
hmmm.
Sshátrr answer too much. Apologize to monkey but monkey now know too much so Sshátrr must kill monkey.
Monkey no worry, Sshátrr make it fast...
(horrid screaming ensues)