Opiyel Posted March 16, 2017 Posted March 16, 2017 Hello there. I'm new to the forums and pretty new to Mythras. I recently picked up a copy of M-Space and ran a game with my girlfriend and some friends. Everyone really enjoyed the game and it'll probably continue for awhile. One thing we all expressed interest in were making genetic modifications for the players. Since this is my first time really GMing a d100 system, I'm unsure how to go about doing it. Would it be bonuses to the Characteristics (STR, DEX, etc) or bonuses to Standard Skills (like Endurance and Willpower)? I'm also not sure how much the bonus should be. Some of the ideas I have include gecko gripping pads, gills and fins, camouflage, enhanced strength, enhanced senses, natural armor, etc. What would be some good ideas on doing some of these gene mods? Thanks for any help! 1 Quote
Simlasa Posted March 16, 2017 Posted March 16, 2017 (edited) I'd be curious how this is meant to work in M-Space as well. I know how I'd do it in generic BRP (using the Big Gold Book)... but Mythras is something of a different creature. Edited March 16, 2017 by Simlasa Quote
Baragei Posted March 16, 2017 Posted March 16, 2017 Welcome then, new one. With Mythras, the core attributes doesn't matter all that much. In order to make a difference, you'd have to allow for some massive boosts - raising STR from 10 to 30 would give you 4 steps of damage bonus and a +20 skill base. Not hugely impressive for what is effectively the raw physical STR of a small elephant. I'd say the way to go is to give bonuses to skills and actions instead. The ideas you're listing are pretty effectively covered by or can be extrapolated from Mythras' mysticism-rules and various bestiary traits (provided you have the corebook). Quote
Alex Greene Posted March 16, 2017 Posted March 16, 2017 (edited) Use the Mythras Mysticism rules, specifically the Invoke Trait rules. You'll find that they're easy to implement. If they're genetic mods, add them not as Talents that have some sort of cost, but more like Gifts (again, see Mythras Core Rulebook for Gifts) Also, see the Creatures section of that Core Rulebook. Where the power is something like "sense magic," replace "magic" with the word "psionics," and you could be on to a winner. Edited March 16, 2017 by Alex Greene 1 Quote Author of Fioracitta for Mythras and the 2d6 SFRPG setting of Castrobancla.
Alex Greene Posted March 16, 2017 Posted March 16, 2017 (edited) You can add Chaotic Features, too, as "random genetic mutations caused by radiation." Edited March 16, 2017 by Alex Greene 1 Quote Author of Fioracitta for Mythras and the 2d6 SFRPG setting of Castrobancla.
lawrence.whitaker Posted March 16, 2017 Posted March 16, 2017 I'd also recommend the Luther Arkwright supplement that covers some of this area, especially psionics and special abilities (that can be interpreted as augmentations or mutations). 1 Quote The Design Mechanism: Publishers of Mythras
Opiyel Posted March 17, 2017 Author Posted March 17, 2017 Thanks for the help. Luckily I do have Mythras, so I can take a look at the Mysticism and Gifts and see what to use from there. I can reflavor the magic and psionics for the setting, since I don't have psionics in the game. Quote
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