Kill the Mutant! is the name of a new campaign I'm working on. In it, the players will play the role of mutant insurgents operating from deep beneath the spires of Sibellus, for some dark and nefarious purpose (that I havn't completely decided on yet).
I thought I'd share some of these ideas with my fellow GMs. Maybe (hopefully) getting some useful feedback in turn. Or letting you leech if there's anything in my mad scribbles that you think you can use.
My first concern is the first three stages of character creation.
Stage One: Origin
I'm not quite settled on what to do with origin. The options, as I see them right now, are threefold: One possibility is to have certain pre-set mutation packages players can choose from. Another (possibly combined with the first) is to have origins be a sort of "how did you become a mutant" scenarios. With possibilities such as 'evolution', 'exposure', 'ruinous powers', etc. Each granting different starting traits. Lastly - and perhaps most appealing to me right now - is to just ignore origin entirely. The idea being that mutants, by their very nature, don't share a lot of common traits in the first place.
There may be options I havn't considered yet.
Stage Two: Generate Characteristics
Second stage worth consideration. What characteristic modifications should mutants have? I'm inclined to say an even Imperial World +20 to everything to get a good baseline statistics, modified by any mutations the character might be getting. As for mutations, I'm thinking of letting players start with 1d5-1 (minimum 1) minor mutations. I'm not really set on that number though... I want it to be enough to be significant, but not so many that you pretty much start with every minor mutation in the book. I've debated whether players should also start with a major mutation, or whether that should be left to chance. Might also expand on the list of minor mutations if I can think of anything appropriate.
Stage Three: Determine Career Path
This is where it gets interesting. I'm planning a number of custom tailored mutant "career" archtypes. Conceptually they will be combinations of existing DH careers with some modifications. Unlike regular DH careers, most of these will have prerequisites. These archtypes represent particular roles your mutations make you particular apt at, and hence there are some requirements you must fulfill to qualify. These requirements will usually be difficult to meet unless you have mutations that enhance those areas - but it shouldn't be impossible. I'm not entirely sold on what bases to cover, but these are my initial bunch:
- Dreg. This is your normal run of the mill mutant carving out a meeker existence in the underhive beneath Sibellus. Mechanically I expect them to be identical to the Scum career. Perhaps with minor variations where appropriate. This will be the default career for starting mutants and thus it has no prerequisites.
- Infiltrator: These are are the sneaky, underhanded mutants that may travel up into human habitats to carry out orders for their deformed masters. These could both be the physically mutated who're apt at keeping to the shadows and slip into guarded areas - or perhaps the slick-tongued mutant able to hide their physical manifestations and talk their way into human society. They will be roughly modelled on the assassin career, but given a more sneaky than murderous bend. Prerequisites: Ag 40, Fel 30
- Metaphage: Most mutants are just the unfortunate dregs of society, with little hope or faith in their lives. Not so for the Metaphage. These are twisted individuals who have given themselves in worship of Tzeentch, the Changer of Ways. Whether his mutations are a result of this worship, or what caused him to turn to the ruinous powers in the first place, the Metaphage is a demented zealot, preaching the unholy word of his god to his fellow abominations. The Metaphage will combine traits of the psyker and cleric, although drawing on the rules for sorcery found in DotDG. Prerequisites: No characteristic below 30
- Mindbender: These are the dangerous mutants who harbour undisputed psychic potential, able to absorb vast amounts of forbidden lore with their mutated intellect. They combine traits of the psyker and the adept, harbouring vast knowledge and psychic potential. Prerequisites: Int 35, WP 40
- War-beast: The war-beasts are huge, hulking behemoths. Grossly mutated frames functioning as little more than mobile weapon platforms. They will draw on the Guardsman career for inspiration, although with an emphasis on melee combat and heavy weapons. Prerequisites: S 40, T 40
- Warlord: These are the leaders of the mutant uprising. Large, physically powerful individuals, second in stature only to a war-beast, yet they possess a dangerously keen intellect and the gilded words that make the dregs of society willing to follow them in bloody revolt. They are the true champions of the cause. The Warlord will most likely draw inspiration from the Arbitrator and Cleric careers. Prerequisites: S 35, T 35, Fel 40
So, that's what I got so far. Next on my list is to expand on these careers/archtypes and plot out their exact focus. Thoughts? Ideas?
More to come!