Mutations - how often do you inflict them?

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farmergiles
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Mutations - how often do you inflict them?

#1 Postby farmergiles » Thu Oct 02, 2008 1:07 pm

The mutations section in both the core rulebook and the Children Of the Atom book are great, but it seems theres only two ways to inflict them on the posse, one been a Doomsayer and his healing spell (as well as been one in the first place) and another been busting on rare rolls.

But do any marshals make it easier to inflict mutations on posses? And if so how do you go about doing it without making it a tad broken? Coz even radiation poisoning does not inflict mutations.

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Clint
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#2 Postby Clint » Thu Oct 02, 2008 2:52 pm

Don't forget that walking through a ghost storm barrier will do it as well. Yes, it's only on a black joker, but if you have a party of 6 PCs, that's still a better than 10% chance one of them gets it.

And that's only on the way in, they still have to draw again on the way out, so every ghost storm crossing guarantees at least two draws.

So to make it more likely, just set up more scenarios that involve heading into cities (other than Boise).
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farmergiles
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#3 Postby farmergiles » Thu Oct 02, 2008 5:33 pm

Only thing is, walking through one and getting a black joker is 5D12 damage. That will pretty much kill the bloke before he gets a mutation! :P

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horrorman009
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#4 Postby horrorman009 » Thu Oct 02, 2008 10:00 pm

Actually, you have to draw for the damage against their spirit roll. And then possibly messin' them up. Bazing!
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#5 Postby Clint » Fri Oct 03, 2008 8:36 am

What he said. The damage is automatically reduced by the result of a Spirit roll. And a doomsayer can cast Tolerance to give a bonus to the roll very cheaply, but note that it doesn't change the fact that the mutation still occurs.
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horrorman009
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#6 Postby horrorman009 » Fri Oct 03, 2008 9:17 am

Hey, at that point you can always ask a player if they WANT a mutation. It doesn't hurt to ask. I asked and got totally weirded out. I took a couple mutations from the Las Vegas book. A couple of heads, if you're wondering. Even though that happened, that was still my best character. Everyone loved him. Much later on he died. *"Taps" playing in the background*
"Remember me as you walk by. As you are now so once was I. As I am now so you must be. Prepare for death and follow me." -Jed Ashbury "Riding for the Brand"

oleingva
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#7 Postby oleingva » Tue Jan 27, 2009 9:50 am

Ah, great to be back in the saddle. It has been MUCH too long since I last did some proper deadlandsing.

But: Actually, I find this whole dilemma a bit strange - my experience is that mutations are much too common! Out of eight characters that have appeared in my campaign, only two have not been mutants. Both of these only survived two sessions. Some of the remaining guys have several, and now the undertaker has taken the Blessings o' the Atom edge to really take his mutantism to a new level. Also, since one player decided to retire his cyborg last session, he's now creating a doomsayer. Should be fun for all.

thepilk
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#8 Postby thepilk » Tue Jan 27, 2009 3:31 pm

dont you also get one for pulling a black joker at character creation?

ScooterinAB
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#9 Postby ScooterinAB » Wed Jan 28, 2009 1:25 am

You do get a mutation on a black joker during generation. You can also take one of a few edges and hindrances.

Note on frequency. It depends on the campaign. I've have Marshals that really like sending us into Deadlands. Some Junkers might be prone if they have the Reactor power. So ya. It all depends.

johntfs
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#10 Postby johntfs » Wed Jan 28, 2009 1:46 am

For that matter, in the Classic rules you take Mutant as a 3 point Hindrance or Super Mutant as a 5 point Edge.


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