Mo’ Mutants, Mo’ Mechanics
Or Something Like That
Anyway, fixed a few errors with Uplifts, added a few new orders for Tacticians and concoctions for Scholars, did zip with Scavengers, and reworked how mutations are costed out. This finally gives me a design pattern to use for building out more powerful mutations in a way that feels a little less awkward than the purely heightening-based method I was using, though elements of that remain right now. Finally also started to add in shapeshifting, which is important to me because my favorite Metamorphosis Alpha character from 1979 had that mutation. Yes, Earth Delta is a very personal project, bringing the themes of my favorite teenage games to modern, actually playable and balanced, mechanics.
(It also works for some types of space opera/space fantasy. It would be ideal, with minor changes, to run something set in a WH40K hive world, for example, or any other milieu (thank you for the vocabulary, Mr. Gygax!) where you have a mix of low and high technologies and a mad melange of character options.)
Anyway, here’s the new “Alpha 2-M”: