Thanks for the replies! I’ll need to test out trait interactions before I try making any outlines for mutations. Things like trying to stack the lizard’s cold debuffs, or stacking both easy to track traits. I would probably just add these as challenging backgrounds that promote a different mechanic. It could be quite interesting to try and keep warm as a lizard! There could be high point cost backgrounds as well, but I would probably need to try the existing backgrounds with 5+ cost first to see what a 5 cost background’s power level is at.
Also, how agressive can you get npc’s to be with mutations? Are they ever likely to attack on sight? You could pull off a predator/ monster theme with sapiovor and culler. I have no problem giving full post threshold traits for this if they fit the mechanics I am going for. If I could make the flavor fit, then you are a new species and not just a mutant. Thus you could break the threshold of a different category… unless the threshold lore is different from I expect. I really should read all the lore, but there is quite a bit of it.
A roadrunner skater with bad knees might be another idea. Trying to make flat ground speed very high, while making rough ground speed a crawl. You would probably need to disincentivize just staying in a city permanently though. You might have to house rule world gen options to make some of these work… Maybe require fast zombies to counter balance your speed a little.
Anyone know how strong the more combat centric traits are practically? Things like claws, fangs, talons and horns. I remember trying out hooves and wrecking any of the low level zombies, but that could have been the martial art or the starting skills doing the work.