I keep waiting for these rules to come together, but it's a bit disjointed right now, and doesn't seem to be well thought out.
In the first article, it mentions an initial scenario in the opening text... but I don't see it in the article itself... did I miss it?
On the mutations front, there are lots of things missing and a lot of odd choices. I can't understand why you would have a deformity which makes you scrap the character. If you roll that, are you then without a leader? Basically everyone will have to start again from scratch. Seems like a very odd thing to have in character creation.
Normally, a high roll is a good thing and a low roll is bad, but on the mutation tables it seems reversed. A 6 will get you:
- Missing Head (start again)
- Sharp Protrusions (a knife, yay... but how does that work in play? I would have thought that should just give you a free parry)
- Opponents Revenge (probably result in something rude and embarrasing growing on your forehead)
- Loss of Ability (lose your best/favourite mutation)
- Precognition (This one is actually superb but might be a little overpowered. It has the potential for you to win the game before you opponent gets to move)
Why not have something like Two Heads, which could give you a +1 on WtF rolls as you argue with yourself... and maybe gives you a 50% chance to resist any stun effects.
I agree with UMW that it is great to see the game get some support, but this series is limping along and really needs something to give it the wow factor that makes us all want to play it.
Maybe the scenarios will help... maybe the vehicle rules will blow us all away... I'm still hoping... but I guess it'll be another two months before we see the next article anyway.
Arabin