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Supervillain serum for geneticist traitors
#5
Most mutations give a message when you get them, which would undermine a sleepy pen equivalent, though not getting a message about who injected you could be enough to make it viable.

Part of the idea of having tiers of mutations is that not all of them would be rampage oriented; x-ray vision doesn't give you any advantage during a fight, but a way to get the element of surprise on people wandering alone, or a warning that security are chasing after you.

I should have specified that the implanter's description will say what mutation it has in it, just like the ones from the genetics scanners. You wouldn't be gearing up for stealth only to discover you had turned yourself into a berserk hulk.

Alternatively, if I've misunderstood you atomic1fire, and you're saying that you want geneticists to get a rampage item, then making it a super mutation stimulant would be great, but it would need to include immunity to genetic instability...

Huh. If it's decided that immediate mutations aren't an option, and geneticists still have to work for them, then giving traitors an implant or wearable item that negates instability would bring back the possibility of ice flinging psychic antagonists while still preventing regular geneticists from becoming unkillable vigilantes.

I'm guessing it would also be a lot easier to implement than my original idea, as it just involves letting one player go back to the old system, instead of adding a new one.
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