From: | The Geek in the Hat alex@**********.com |
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Subject: | Wolverine, Mutants, and physads in SR |
Date: | Sat, 15 Jul 2000 16:39:54 -0400 (EDT) |
universe at all, I would say that it would be best to have a system
seperate from the physical-adept rules to describe mutants. You could have
a guy who was kinda like Wolverine by taking a physad and loading him up
with cyberspurs, bone-lacing, and (an extreme case of) symbiotes and a
trauma damper... but it would be a lot more slick if there were rules for
mutant superpowers, if that's what you really wanted. I'm thinking that
cyberware wouldn't get in the way of using mutant powers; take a look at
Cable, (or Bishop, or Stryfe)... they're not really magic, so one's
essence would have little to do with it.
Throughout X-Men comics, mutant powers are described as just that; coming
from a genetic mutation... like the next biological step in human
evolution. So effectively, Wolverine's super-quick-healing powers aren't
at all magical in nature, just the effects of some really quirky genes.
That one takes a good bit less Willful Suspension Of Disbelief than some
of the stuff that those X-Men guys can pull off. Weather control,
manipulating magnetic fields, energy beams, or stuff along those lines
seem like they might be a bit more easily explained with Magic.
That could be kinda interesting to try, running a superhero game under SR.
I dunno how well they'd fit... superheroic antics kinda diverge from the
"dark and gritty" SR game that we all love, and then there are all those
other systems that were designed from the outset to work with
superheroes... and then we'd get to make up some psionics rules for
dealing with the obligatory telepaths, and then figure out just what
happens when you've got natural super-speed and then try to jack yourself
up with wired reflexes. Or can you be a mutant -and- have a talent with
magic?
Happily opening up an overlarge, writhing can of worms,
The Geek in the Hat
alex@*********.com
http://www.rudnickdev.com/~alex