So I’m about to play in a Dungeon Planet game, and I am considering playing a Mutant. I was drawn to the class by the comparison to the Druid, which I’ve had some interest in playing. However, the Mutant seems very different. Rather than a character that constantly changes shapes to meet the needs of a given situation, it seems like you are playing someone with very limited shifting.
Advantageous Mutations: Choose three monster moves that reflect the advantages your mutations give you. When you employ an advantageous mutation, defy danger to make it work properly.
Unstable Mutations: At the start of a session, roll+CON. •On a 10+, hold three. •On a 7-9, hold two. •On a miss, hold one and the GM will tell you how your body changes. Spend a hold to:
Change one of your advantageous mutations to a different monster move.
Use one of the level 2-5 moves once, for one roll.
Use one of your advantageous mutations without a roll.
So what are the “Monster Moves” mentioned under Advantageous Mutations? I can’t find any listed in the Dungeon Planet book. So..make up random mutations like Wings, Multiple Arms, Tails? however all those sorts of things seem to be Advanced moves.
Mutant Advanced Moves:: □ Acid Spit □ Amphibious □ Expanded Senses □ Extra Limbs □ Increased Mobility – Natural Armour □ Natural Weapons □ Noxious Cloud □ Paralytic – Protected Sense □ Third Eye □ Venom □ Webs □ Wings □ Adaptive Mimicry □ Hyperaccurate Sensory Organ – Parasitic Feeding Pattern.
So…I’m left confused by the class. Any insight would be welcome.
Monster moves are the moves that monsters have, in bullet lists under their descriptions.
Thought as much after posting. So by this, the player needs to hunt through the monster descriptions and hunt up moves…then convert them for use from the player’s perspective.
You can use monster moves from the book as-is, or change them, or just invent your own without looking at the monsters, as long as they are either a) moves like the other monster moves or b) anything the player and GM can agree on as being cool and fair.
Or, you can use the DW core book monsters, which gives you a nice range of selection, if you don’t have that you can go to the dungeon world srd website and look up monsters and their moves there. And yes, it was confusing when I read it too. There is no clarity there about what “monster moves” are supposed to be. I had to get this straight a while back.
I have the core book of course. I am curious as to how this will feel, picking effects then trying to figure out the mutations that allow them but don’t trigger any of the advanced moves.
You can take monster moves/advantageous mutations that do the same thing fictionally as the advanced moves, you just won’t be able to use the advanced move rules for them. Also, they can be changed, both by the player and the GM (on missed rolls). An advanced move gives you something you can always rely on.
Thanks Johnstone Metzger, was having a difficult time figuring out how to work them in fiction without stepping on the toes of the advanced moves. That clears things up.