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#1: Mutation
Contents Credits
Archetypes................................................................... 2 EDITOR
Talents.......................................................................... 2 Flame112
Equipment................................................................... 3
Adversaries.................................................................. 4 CONTRIBUTORS
Archellus
Caleb "Cptn_Smitty" Smith
Flame112
J. Scott "DrainSmith" Zumwalt

Cover Art
“Mutant Horror” by Luigi Castellani

This product was created under license. Genesys and its logo, and Genesys Foundry and its logo, are trademarks
of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters and character
names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games.
www.FantasyFlightGames.com.

This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used
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All other original material in this work is copyright 2020 by Graham Gass and published under the Community
Content Agreement for Genesys Foundry.

BOOST #1: Mutation


1 GENESYS
Archetypes
within short range. Additionally, a character
within short range adds j to all Social checks
that target the Super Mutant.
Author: Caleb "Cptn_Smitty" Smith

Super Mutant
A Super Mutant is a person that has undergone an
extreme and particular form of mutation, changing
their genetic make-up. While they usually appear like
a normal person, they have the ability to mutate
Talents
different parts of their body. This includes
instantaneously growing gills, wings, claws, scales or Mutant
even manipulating their body chemistry. But these Tier: 1
mutations are limited, only able to manifest one at a Activation: Passive
time. And they take a toll on the Super Mutant, Ranked: No
sapping them of strength with each mutation. Your character has acquired a mutation. Choose one
characteristic to be your character’s Positive
Species Abilities Mutation. Any skill checks involving your character’s
3 1 1 1 1 1 Positive Mutation characteristic add jj. Choose
brawn agility intellect cunning Willpower Presence
another characteristic to be your character’s Negative
Mutation. Any skill checks involving your character’s
• Wound Threshold: 11+Brawn Negative Mutation characteristic add jj. These j
• Strain Threshold: 9+Willpower cannot be removed from the pool by any other
abilities or talents. You must narratively describe your
• Starting Experience: 170 XP
mutation.
• Special Abilities: Super Mutants begin with one
rank in Resilience or Athletics. You still can’t Author: J. Scott "DrainSmith" Zumwalt
train either skill above rank 2 during character
creation. Mutant (Improved)
• Super Mutations: A Super Mutant may spend a Tier: 2
maneuver to choose one of the following Activation: Passive
mutations. This character gains the benefit of Ranked: No
that mutation until they take a maneuver to
Your character must have purchased the Mutant talent
choose a different mutation or until they exceed
to benefit from this talent. Skill checks involving your
their Strain threshold. Each time this character
Positive Mutation add t to the results. Skill checks
uses this maneuver, they reduce their strain
involving your Negative Mutation add hh to the
threshold by 1 until the end of the current
results.
encounter (Or until the end of the next
encounter if they use this maneuver outside of Author: J. Scott "DrainSmith" Zumwalt
structured gameplay).
• Wings: Your Super Mutant character can fly. Rapid Adaptation
See page 100 of the GENESYS Core Rulebook Tier: 3
for details on flying. Activation: Active (Incidental, Out of Turn)
• Amphibious: Your Super Mutant character Ranked: Yes
can breathe underwater and move through When you purchase this talent for your character,
water without penalty. select one other ranked talent your character has
• Scaly Hide: Increase your Super Mutant purchased, which has a starting Tier no greater than
character’s soak by +1. your ranks in Rapid Adaptation. Your character
• Natural Weapons: Your Super Mutant counts their ranks in the selected talent as if they were
character's unarmed attacks have their damage one higher. Once per encounter, your character may
increased by +2 and have a Critical rating of 3. suffer 2 strain in order to change which talent this
• Pheromones: The Super Mutant adds j to all applies to.
Social checks they make against characters Author: Flame112

BOOST #1: Mutation


GENESYS 2
Equipment
NEW ITEM QUALITIES NEW WEAPONS
Mutagen (Active) Mutagen Gun
Weapons with mutagen qualities cause horrid These highly dangerous guns are the thought and
temporary mutations in other living beings. When experiment of mad scientists long gone. It uses tanks
triggered, and at the end of the target’s turns, the of a highly dangerous mutagen and combines it with
target suffers 2 strain each round for a number of a high-powered energy beam to implant targets with
rounds equal to the weapon’s Mutagen rating. a volatile mutagen. These weapons are not without
Additionally, each time strain is suffered due to the dangers to wield, and stories of fatal mishaps are told
Mutagen quality, the victim's body horribly mutates far and wide as tanks implode or leak turning their
in some detrimental way. deadly fluids on the wielder.
Roll 1d10 to determine what part of the target’s The GM may spend d generated on a combat
body is affected: check using the Mutagen Gun to affect the user with
the Mutagen quality.
Table 1: Mutagen Effects
Author: Archellus
d10 Affected Part Effect
The target falls prone and treats all movement as
1–2 Left Leg
difficult terrain. The Claw
The target falls prone and treats all movement as The Claw is a large crab claw, marred by countless
3-4 Right Leg
difficult terrain.
nicks and scratches, which replaces the bearer’s arm
The target drops anything they are carrying in the
5-6 Left Arm affected arm and increases difficulty of all checks by and hand from the elbow down. After the new bearer
+k for all actions that require the use of this arm. inserts their arm into The Claw, it permanently bonds
The target drops anything they are carrying in the with the bearer and rewrites their nervous system
7-8 Right Arm affected arm and increases difficulty of all checks by
+k for all actions that require the use of this arm.
until manipulating The Claw becomes as natural as
The target’s body is wracked by pain. They suffer a their former hand. Anyone who bears The Claw earns
9 Body number of wounds equal to the weapons Mutagen the loyalty of the Clawbberers, a legion of lobsterlike
rating. goons. However, they will also find themselves
The target’s head mutates in a horrifying way. The targeted by a multitude of jealous foes who wish to
target upgrades all checks once and must make a
10 Head fear check (see page 243 of the Genesys Core usurp the throne and steal The Claw for themselves.
Rulebook).The difficulty of the fear check is equal
to the weapon’s ranks in Mutagen. The Claw may never be unequipped or disarmed,
and the bearer adds jj to any roll they make which
Every time a new mutation is rolled the original body
requires the use of two hands and fine motor control.
reforms and the effect on that body parts end.
The Claw can only be removed as a result of the
A victim might be able to end the mutations by Maimed critical injury or a Daunting (kkkk)
making an Average (kk) Resilience check as an Medicine check. If The Claw suffers damage or is
action on their turn, while allies can attempt a Hard destroyed by d or the Sunder quality, it automatically
(kkk) Medicine check as an action on their turn to regenerates one step of damage every day.
end the effects. Otherwise, the effects end at the end
Author: Flame112
of the encounter.
Author: Archellus

Table 2: Weapons
Type Skill Dam Crit Range Encum Price Rarity Special
Mutagen Gun Ranged (Heavy) 4 4 Medium 5 2000 8 Stun Damage, Breach 1, Mutagen 3, Prepare 1

The Claw Brawl +3 2 Engaged 0 N/A 9 Ensnare 1, Vicious 4

BOOST #1: Mutation


3 GENESYS
Adversaries
Clawbberers (Minion) as an out-of-turn incidental, as per page 243 of the
Genesys Core Rulebook. If there are multiple sources
Those who are desperate enough to drink the waters of fear in the encounter, the opponents only make one
downstream of the tainted Red Lobster Lake risk fear check against the most terrifying enemy)
undergoing a terrible mutation into a human/lobster Sticky (when wound threshold exceeded, they
hybrid. These poor individuals are inevitably explode, throwing their sticky vegetables innards on
shunned, or worse, cooked and consumed with butter to all characters that are engaged. Any non-giant
by the rest of society. Most Clawbberers eventually vegetable characters are immobilized for one round.)
find their way to the estuary-estates of King Claw, Attack of Opportunity (add jj to combat check
where they can find companionship and acceptance against immobilized targets)
of other lobsterlike individuals.
Equipment: Slam (Brawl; Damage 6; Critical 5;
3 3 2 2 3 1 Range [Engaged]; Knockdown)
brawn agility intellect cunning Willpower Presence Horrible Teeth (Brawl; Damage 5; Critical 2; Range
Soak value Wound threshold M/r Defense
[Engaged]; Pierce 2, Vicious 3)
4 6 0 0 Author: J. Scott "DrainSmith" Zumwalt
Skills (group only): Brawl, Coercion, Ranged,
Resilience King Claw (Nemesis)
Talents: Adversary 1
With his hefty bulk, seven feet of height, and
Abilities: Aquatic (This adversary may breathe
enormous Claw, the reigning King Claw is an
underwater and never suffers movement penalties for
imposing figure despite his age. Aside from The Claw,
traveling through water.)
he appears to be a normal human, wearing a crown of
Blood Frenzy (While at least one opponent in an woven coral and a slick-looking scale mail made from
encounter is suffering a Critical Injury, this adversary hardened seaweed. When he slew the old King Claw
increases the base damage of its attacks by 2.) and stole The Claw so many decades ago, he dreamed
Equipment: Lesser Claw (Brawl; Damage 5; Critical only of conquest and power, but over the years his
3; Range [Engaged]; Ensnare 1, Vicious 2) bloodlust has mellowed and he now seeks to carve out
Coral Clawncher (Ranged; Damage 5, Critical 3; a more permanent place in the world where he and
Range [Medium]; Burn 2) his Clawbberers can live in peace.
Author: Flame112 5 1 2 2 3 4
brawn agility intellect cunning Willpower Presence
Killer Vegetables (Rival) Soak value Wound threshold strain threshold M/r Defense

A team of rogue agri-scientists, frustrated with the 6 24 13 2 0


ethical constraints of their benefactors, created an Skills: Athletics 2, Brawl 4, Coercion 5, Discipline 2,
underground laboratory to seek revenge by Leadership 2, Resilience 2
engineering horrible abominations. These creatures Talents: Adversary 2
quickly got out of control, much to the ambivalence of Abilities: Claw Sweep (May spend a from a Brawl
their creators. Now, giant sized vegetables roam the check to hit an additional engaged opponent that
countryside, seeking human flesh. would be no more difficult to attack than the original
3 3 2 2 3 1 target, dealing base damage +1 damage per s)
brawn agility intellect cunning Willpower Presence Clawmander (May spend a maneuver to direct all
Soak value Wound threshold M/r Defense allied characters in the current encounter; each may
4 6 0 0 immediately perform a free maneuver or add s to
the results of their next check.)
Skills: Brawl 3, Cool 2, Stealth 4 Equipment: The Claw (Brawl; Damage 8; Critical 2;
Talents: Lucky Strike (Brawn) Range [Engaged]; Ensnare 1, Vicious 4)
Abilities: Terrifying (at the start of the encounter, all
of its opponents must make a Hard [kkk] fear check Author: Flame112

BOOST #1: Mutation


GENESYS 4

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