I am not sure if this has been discussed since I am
new to the list. If it has, well, just disregard and I will try
again. If it hasn't, then well... feel free to try it out.
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Hinderance
Entropic Evolution (-5)
Entropy is the amount of
disorder in a system. Chaos is the lack of order or total amount of
randomness. Darwin has said that what cannot adjust to change doesn't
survive, thus stress leads to evolution. Well, your mutie would find that
fascinating, if it wasn't happening to him constantly. In other words, you
are evolution's guinea pig.
The mutie with this hinderance
must draw a card at the beginning of every session. She then gains that
mutation until the next session. These are not cumulative mutations.
The old mutation disappears as soon as the new one has started.
Maybe the mutant just lost the extra limbs or maybe she entered a cocoon.
Whatever happened, she woke up (or maybe she went through it kicking and
screaming) and became a new mutant. The mutant must make an
Incredible (11) Vigor check or pass out. Anyone watching the
transformation must make a Hard (9) guts check (Friends and well-wishers must
make an Onerous (7) since they know the that the changes will occur.) If a
Black Joker is picked during character creation, that is the STARTING mutation
and summarily discarded during the next session.
A word about Jokers: If a
Black Joker is drawn for a session, then well, break out the dustpans and
baggies because your mutie just became primordial stew. Red Jokers allow
the Mutie to pick his next mutation and gets to enjoy it.
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Like I said, if that has been used, sorry for the
repost (and long one at that). If not, well... I will try to make a few
more suggestions.
C. M. Hylton
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