I'm creating a setting inspired by Palladium's After the Bomb RPG, which was a spinoff of their game Teenage Mutant Ninja Turtles and Other Strangeness . The premise is that the world's gone through nuclear war, and everyone still alive is a humanoid mutant animal in the tradition of the Ninja Turtles.
Part of the fun of the setting is that no two mutants are the same, even if they share the same animal type. For instance, you can have one mutant cat with sharp claws to attack with, while another can fall from great heights without damage. To emulate this, I'm planning to go with archetypes similar to the human ones in the Genesys CRB (Aristrocrat, Laborer, etc.) and then adapt the Heroic Abilities system from Realms of Terrinoth to represent your animalistic mutant abilities. I'm thinking these mutant abilities will work more like standard archetype/species abilities, so they won't require DP spends, and they'll be less powerful than RoT's Heroic Abilities. Nevertheless, I like the idea that they can be upgraded a certain XP milestones, either by making them more potent (like your cat claws now do more damage), or by allowing you to pick another appropriate mutant ability (like your cat decides to take the cat-fall ability they skipped at character generation).
The question is how to organize and limit these abilities (if at all). Maybe you're limited to a set of abilities (and their upgrades) appropriate to your species type? Like, a mutant reptile might eventually decide to take chameleon skin, but a mutant bird couldn't. Or the abilities and upgrades are linked to certain anatomical features, maybe? Like you can take claws for damage, and later upgrade them to allow you to climb better. But if you want to take chameleon skin, you'll have to spend more of your upgrade points. Or maybe I just leave it all open-ended and let players and GMs decide what abilities would be appropriate for a specific animal type?
Thoughts?