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The New World - The Mutants

by Silver, 2017-09-27 03:07:50

The September update for The New World focuses on the Mutants faction.

Let's start with our Design Goals:

Mutants are a time-honored staple of the generation ship genre, plus it’s an opportunity to do something interesting and add a radically different faction to the three ‘grounded in reality’ factions (totalitarianism, revolutionary democracy, theocracy) controlling the Ship.

The mutants should be viewed as abominations by some (meaning they should look ‘different’), yet still considered humans by more open-minded folks, meaning the mutants aren’t the hulking brutes of Fallout or the over the top two-headed, three-armed mutants of The Orphans of the Sky.

Thus when it comes to design, we’ll use the human model (making the grateful animator’s life much easier), which means that all we have to work with are the portrait and ‘accessories’, which limits our options.

Overall, the mutants aren’t monsters to kill but a forced evolutionary branch, a not-so-glorious beginning of a new race, perhaps what our distant ancestors were to the Neanderthals. Naturally, the Sapiens are a notoriously violent race so any challenger will have a very hard time trying to knock them off the throne.

To survive and establish the foothold, the mutants must have a specific purpose (to explain why they weren’t exterminated before) and their own source of strength (to explain why they haven’t been enslaved yet). The best way is to tie all three (mutation, purpose, strength) together:

The mutation makes them uniquely suitable for the engine/reactor work, which no ‘normal’ human would be able to do, which is enough to ensure their survival. This same talent makes the mutants the best scavengers, able to explore areas that remain off-limit to most humans due to radiation, which means they have plenty of pre-Mutiny (i.e. Earth-made) tech.

Such tech isn’t exclusive to the mutants (they aren’t a twisted form of Fallout’s Brotherhood of Steel hoarding all the good stuff) but it makes them a well-equipped ‘faction’, capable of protecting themselves against random attacks.

History

The Ship had suffered extensive damage during the civil war that followed the mutiny. The hull was breached in several places and the reactor was crippled during frantic efforts to avoid a meltdown. The radiation level had increased greatly in some areas of the Ship.

When a small percentage of children in the Habitat were first born deformed, they were immediately shunned and rejected for men always fear that which is different. The young were abandoned, and those whose defects didn't manifest until later were branded Mutants and driven out of the Habitat. Yet the leaking reactor had to be looked after and who better to do it than those already touched by radiation?

Thus, out of necessity, the engine work and electronics were taught to the outcasts by Engineering Officers, and out of "charity" Christianity was introduced by the missionaries. As the number of outcast Mutants grew, they began to settle in what had come to be known as the Engine Room, the vast open space providing access to the Ship’s engines and reactor. With the condition of the fusion reactor degrading to dangerous levels, and the number of volunteers for jobs in areas exposed to radiation remaining few, the Mutants approached the Habitat to negotiate the Covenant, a pact granting the Mutants protection from harassment and violence in exchange for their maintenance of the engines and other vital ship systems.

Living and working in the radioactive umbra of the damaged reactor greatly increased mortality rates for the outcasts, but many generations of shortened lives, afflicted with mutations both minor and severe, have resulted in a people fully adapted to the toxic environment. The resemblance of this new lineage to their pure human ancestors grows more superficial with each passing generation.

[...]

Information about

Colony Ship

SP/MP: Single-player
Setting: Sci-Fi
Genre: RPG
Platform: PC
Release: Released


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