[quote=@pugbutter] Right, thanks. I wanted to ask because it smacked of [i]in media res[/i], and I didn't know whether we met him and set off from the same place, or that was one of the stops early in our journey, or what. Okay, since my character probably wouldn't have been sheltered in an eco-dome, I guess my [i]last[/i] last question is what mutations look like. Are these comic book mutations where we're all given unique abilities and survivability, or are these [i]actual[/i] mutations fucking up our bodies and brains? [/quote] A little bit of both. Physical mutations are more like the latter and fuck up your body whilst mental mutations are more like the former and fuck up your mind with more hefty consequences if you're an dedicated esper. Physical mutations can look like anything. It's up to the player on how much it fucks up your body and brains. Mutations in Qud are negative at first but mutants learn to overcome the negatives and adapt it for their own uses. You want to have two penises, three heads, four arms, five buttcheeks, six noses and six eyes. Be my guest. You want to have a bio-organic metallic dragon skin? Sure. You want to have a literal dragonfly hives in your arms that you can release at your opponents? Sure. You want to have a [s]ovipositor that make short lived clones of yourself?[/s]. Yeah, you can do that but I'm going to give you weird looks. It's different from the comic book X-Men mutations where physical abilities don't have any outward effects. Straight up super strength is going to make your character humongously bulky as fuck. We're talking the Rock on steroids. Same with super speed. Either your thighs are going to be so big that you can crush melons with them or your feet contain bone springs on their soles. Physical mutations are [i]physical.[/i] whilst mental mutations are [i]mental.[/i] On mental mutations, the main consequence is that the more powerful you get as an esper, the more likely you attract some strange visitors ala psykers in the 40k universe. There's also the consequence of accumulating mental disorders or mental illnesses the higher up the psychic totem poll you go but these can be easily circumvented if you train well enough. I did debate on the option of including harmful mutations for every 2 mutations you had but I think it's useless if the player doesn't make it a part of their character and treats it as a weakness to bring up every once in a while to prove to the GM that your character isn't overpowered. Also, everyone, made revisions to the CS. I increased the total number of mutations you can have in your CS by 6. Sorry to those who began their CS already. [@Prince Potter] [@Rapid Reader] [@Dark Cloud] [@Flagg] [@Nib] [@pugbutter] [@Adverb]