Now that finally make the race "amorphous blob" playable. A creature that can shape it's body depending on the requirements of the situation, but needs time to shift shapes successfully. Such a system is interesting because it provides a high number of combinations to explore, and if done right, there is no single "best" configuration, but a lot that excel at different tasks.
Thus we arrive at a skill system above the one described before: One to measure the abilities of mutating in certain sections. How good are you at using different materials to alter yourself? Are you doing it fast, are you doing it reliable? What are the kinds of mutations you do? Additional Limbs, natural weapons, brain-extensions?
Maybe the player does no polymorph himself, but can summon helpers, and in the process he also creates the body structure for his summons?
I think with this idea I would stick to some dystopical post-apocalypse setting. Thus you would use radioactive substances to do mutation. The concentration system (see details below) could be used to handle wanted and casual mutation: When you concentrate on mutating yourself (when you eat mutagenic stuff willingly), you will have more detailed options in describing the mutations you want to have, while the detail in casual mutation (caused through background-radiation maybe) will most likely be a little bit lower.
Damage usually is the result of impact, that is speed multiplied by mass. Many martial arts people try to maximize speed over mass, and are successful with that.
This is actually a really nice idea, but I don't see how I could model it right now. I'm open for suggestions.
Also, animals have horns/rams, claws, spikes and teeth to fight. You might want to equip the creature(s) with such, too.
Attributes like "pointy" or "sharp" should be implemented as tags - the could modify the damage rating.
Another advantage of those bodyparts would be, that they are not normally connected to the bloodsystem, so you've got not this much risk in them being hit - they may shatter, but this won't eat away on the rest of your body, because you won't loose any blood.
Add an "internal structure" attribute, that will serve two purposes: Once it determines how much mass outer limbs can have, until this limb fails to function. And in battle, internal structure will be a measure for the functionality for the limb chain. (E.g. if it's an arm, internal structure is the bones, and a broken bone renders an arm very much useless).
This sounds nice.
"Internal structure" could be even done through bodyparts consiting of more than one material, one describing structure, the other describing ability.
I feel uncertain about the concentration idea. Our brain handles a lot of tasks automatically for us, not only the low level stuff like heart beats, and breathing, the middle level stuff like walking or throwing, but it also filters a lot of sensoric input, and only the things that classify as "important" reach our conscious thinking. I think we can handle a lot of different input. What we are bad at, is trying to perform more than one task or activity at a time. In such cases our success rate at each drops quite a bit.
This sounds good.
But remember: We're not talking about normal usage of your senses, this is using 3D-hearing with construction of environment in your conciousness just by sound. Doing this with sound and eyes and smell at the same time should be nearly impossible. When using up concentration the system shouldn't consider normal use for alertion in emergency, just for concentrated use, like really determining an objects position solely on sound.
Thus instead of limiting input, I'd limit control. A human brain in a octopus shaped body will have troubles to control 8 tentacles in a sensible way. So maybe the more limbs there are to be controlled, or the more limbs are involved in an activity, the lower the rate of success becomes?
Sounds nice. The more bodyparts involved in an action (whether it is input or output, see above) the lower the success of this action (statistically).
Also, a semi-fluid body at times will allow to pass through small openings, but at the price of loosing all equipment. Lots of ideas to explore there for sure.
This will get hard. Influencing the flow of a liquid (maybe based on where the temperature is between melting and boiling point) by an AI or the player sounds nice.
A high ability to change the aggregate state of your body (which had to be surely highly homogenous) would make nice shapeshifters.