Sunday, August 31, 2025

[GLoW] Mutants and Outcasts

Our first two GLoW classes are the Mutant and the Outcast.

Mutant
Start with two random Mutations.
+1 to Saves vs Mutation per template.
A: Phenotype, Empathy
B: Rejuvenate
C: Fellowship
D: Sacrament 
ς: Kindred
Δ: Speciation

Phenotype: On gaining this template, contemplate your starting mutations and devise a broad 'theme' which unites them into a coherent self-concept. If a mutation rolled is incompatible with your phenotype, refluff it (if possible) to match, reroll it up to twice (if not) or fail to mutate. Good theme ideas include kinds of animals, body parts and onomatopoeia words.

Empathy: Creatures who have been exposed to the same mutagenic source as you treat reactions of 'Contempt' as 'Pity' instead. You can communicate basic concepts to such creatures even without the use of a shared language.

Rejuvenate: If exposure to a mutagenic source would cause you to lose one of your on-Phenotype mutations, do not mutate. Instead heal back to full hit points and remove one scar, disease or long term injury of your choice. This can revive you if done within one hour per template of your death.

Fellowship
: While you are Chief, all mutants consider your tribe to be kin to them, even if they come from a hostile tribe or are a wild mutant beast. This doesn't change Reaction rolls directly, but does change what Reaction rolls mean in context: If they hold you in contempt, they will have the contempt of a disapproving aunt, not that of a slave raider. If they have love you, they will love you like a long lost sibling.

Sacrament: If you spend one hour with a source of mutation, you may prepare a Sacred drink which will mutate anyone exposed to it as if exposed to that source, but with a bonus or penalty (your choice) equal to your class bonus on the Save to mutate beneficially. As always, a creature can only mutate once from a given mutagenic source. Up to a dozen can share this drink.

Kindred: When recruiting tribal hirelings, roll on your mutation slots. If a mutation is rolled, available hirelings share in that mutation. New mutations count as loot for Loyalty purposes.

Speciation: Once you have all six mutation slots filled with positive and on-theme mutations, you may swap Phenotype for this ability. Gain 10 HP and choose one of your mutations. It does not occupy a mutation slot. Your descendants and any tribal hirelings you recruit all share this mutation. You lose the hit points from this ability if you lack the chosen mutation.

Mechanics Notes: I intend to come up with a mutation list of my own, but for now just roll with whatever giant mutation chart you currently use. Different mutation sources should use different charts, or different subsets of the same chart. (50+1d10 on a d100 chart, for example). The Mutant is a very diplomatic figure in the Wasteland - they know how to get along with those who are very different from themselves. Which brings us to...

Outcast

Start with a ranged weapon or three thrown weapons.
+2 HP per template
A: Unique, Disreputable
B: Trickery
C: Culture Hero
D: Deadly
ς: New Ways
Δ: Connection

Unique: Choose one of Physique, Technology or Culture independently of your tribe. Determine the success or failure of skill checks, your combat stats and relevant reactions to you independently from the rest of the tribe.

Disreputable: If you offend an NPC and the rest of the tribe disavows your behavior as not representative of the tribe, there is a 3-in-6 chance the NPC accepts this excuse. +1-in-6 for each punishment they seem to have you suffer You cannot recruit tribal hirelings or become the Chief.

Trickery: If you do something that doesn't deal damage, you can act in Fast even when you failed an Initiative roll. If you make an attack in Slow and take no damage this round, you always hit.

Culture Hero: The tribe has come to recognize your value. You may become Chief and/or recruit tribal hirelings normally. While you are Chief, you may permit any one tribal hireling to benefit from your Trickery ability (including Deadly) in your place. Declare who gets it in the Slow phase.

Deadly: If you do not move on your turn, do +1d6 damage with your weapons. While using Trickery to attack in Slow, increase this to +2d6 damage.

New Ways: When recruiting tribal hirelings, you may recruit an outcast who shares your Unique attribute in place of the tribe's traditional set. All hirelings you recruit are Disreputable sorts who the tribe might disavow, even if they're traditionalists.

Connection: If you encounter a lone creature which exactly matches your Unique attribute, a spark of connection forms. You may communicate even if you do not share a language. It will not necessarily like you (roll Reaction as normal) but it will never try to kill you unless you try first. 

Mechanics Notes: Unique is surprisingly strong, for all that it's a mixed bag of an ability. Often, just one person succeeding on an attribute test or reaction roll is enough to get what the Party wants. Remember that guns don't use attacks rolls, so they don't benefit from Trickery.

No comments:

Post a Comment

[GLÅUGUST] Genie

Written or the GLÅUGUST 2025 " Paladin of an unorthodox Law" challenge. Genie +1 Power per template A . Genie, Wishes, Benefactor....