Mutant Characteristics Table, Redux

If Super Heroes/Heroines & Super Villains are your game, discuss them here.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
NMI
OLD ONE
Posts: 7174
Joined: Fri Nov 03, 2000 2:01 am
Location: McHenry Illinois

Re: Mutant Characteristics Table, Redux

Unread post by NMI »

topic re-posted as previous link was broken
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10040
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Re: Mutant Characteristics Table, Redux

Unread post by Stone Gargoyle »

Still wondering if it would be permissible to post this to the Black Vault Wiki. Given that some of the source material comes from Brett Hegr, probably not able to get permission to post it there, though.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
robertbc73

Re: Mutant Characteristics Table, Redux

Unread post by robertbc73 »

VERY nice work!

Mephisto wrote:
Yes, as impossible as it is to believe, there is more. As I said before, I cannot and will not take credit for this material. This is a melding of the material presented by Kittenstomp on his great thread and also something I found online (the material is credited to Brett Hegr; I cannot remember the exact site I found this on), and now includes some of the material from Rifter 18. Some of the text has been rewritten so it not a copy, but rather a derivative work. Of course, it's all done in the hopes that you use it in the creation of your own games.

Note that this is the last time I'll be working on this, although feedback would be appreciated. Also, all of my mutant characters (and more than likely a few of my experiments too) will be using this table, so all references to the mutations will be referencing this work.

Mutation Table

01-08%: No Mutant Traits: Completely human in appearance and physiology, save for the superhuman abilities present.
09-15%: Cosmetic Mutation: Roll once on the Cosmetic Mutation Table
15-21%: Cosmetic Mutation: Roll twice on the Cosmetic Mutation Table
22-28%: Cosmetic Mutation: Roll 1D4+1 times on the Cosmetic Mutation Table
29-36%: Random Mutation: Roll once on the Random Mutation Table
37-44%: Random Mutation: Roll twice on the Random Mutation Table
45-51%: Random Mutation: Roll 1D4+1 times on the Random Mutation Table
52-57%: Semi-Random Mutation: Roll once on the Random Mutation Table and also choose a table to roll on, for a total of two mutant traits.
58-63%: Semi-Random Mutation: Roll once on the Cosmetic Mutation Table and once on the Random Mutation Table.
64-69%: Broad Mutation: Roll once on the Cosmetic Mutation Table and twice on the Random Mutation Table
70-75%: Broad Mutation: Roll twice on the Cosmetic Mutation Table and once on the Random Mutation Table
76-81%: Broad Mutation: Choose one mutant trait from any of the tables and roll for two more on the Random Mutation Table
82-85%: Broad Mutation: Choose one table to roll one and roll once on both the Random Mutation Table and the Cosmetic Mutation Table
86-91%: Broad Mutation: Roll 1D4 times on the Random Mutation Table and 1D4 times on the Cosmetic Mutation Table.
92-96%: Extreme Mutation: Roll for 1D6+3 mutant traits from the Random Mutation Table.
97-00%: Freakish Mutation: Roll percentile while going down each separate mutation table (except Random Mutation Table, Cosmetic Mutation Table, and Random Color Table); a roll of 01-25% means that the character rolls once on that particular table.

Random Mutation Table

01-07%: Roll on the Cosmetic Mutation Table
08-14%: Roll on the Strange Eyes Table
15-20%: Roll on the Skin/Hair Coloration Pattern Table
21-27%: Roll on Animal Traits Table One
28-35%: Roll on Animal Traits Table Two
36-43%: Roll on Unusual Skin Table
44-50%: Roll on the Neural Mutation Table
51-57%: Roll on the Unusual Ears Table
58-63%: Roll on the Combat Mutation Table
64-70%: Roll on Odd Face Table
71-77%: Roll on the Defensive Mutation Table
78-84%: Roll on Miscellaneous Mutation Table
85-90%: Roll on the Odd Hands Table
91-97%: Roll on Physical Mutation Table
98-00%: Roll on the Oversized Body Parts Table

Cosmetic Mutation Table
01-08%: Odd Skin Color: Roll on the Random Color Table for a single skin color
09-16%: Odd Skin Coloration: Roll on the Skin/Hair Coloration Pattern Table.
17-24%: Odd Hair Color/Style: Roll for one to three colors (player's choice and create a growth pattern for the character's hair, if desired).
25-32%: Strange Eyes: Roll on the Optic Mutation Table.
33-40%: Unusual Body Hair: Roll on the Extreme and Unusual Body Hair Table.
41-48%: Odd Skin Type: Roll on the Strange Skin Table
49-56%: Oversized Body Parts: Roll on the Oversized Body Parts Table
57-64%: Strange Ears: Roll on the Unusual Ears Table
65-72%: Unusual Hair: Roll on the Unusual Hair Table
73-80%: Unusual Forehead: Roll on the Unusual Forehead Table.
81-85%: Strange Face: Roll on the Odd Face Table
86-92%: Unusual Eyebrows: Roll on the Unusual Eyebrows Table
93-00%: Unusual Feet: Roll on the Unusual Feet Table

Random Color Table

01-05%: Normal for the character's race, or choose a color
06-10%: Pink
11-15%: Red (as in blood)
16-20%: Vermillion
21-25%: Orange
26-30%: Tan
31-35%: Brown (as in wood)
36-40%: Yellow (as in banana)
41-45%: Green
46-50%: Aquamarine
51-55%: Blue
56-60%: Indigo
61-65%: Purple
66-70%: Violet
71-75%: Black (as in charcoal)
76-80%: Dark Gray
81-85%: Light Gray
86-90%: White (as in paper)
91-95%: Gold, Bronze, or Copper
96-00%: Silver or Tin

Random Color Adjective Table (optional)


01-10%: Ghostly
11-20%: Opaque
21-30%: Transparent
31-40%: Sickly
41-50%: Pale
51-60%: Chalky
61-70%: Pure
71-80%: Fluorescent
81-90%: Deep
91-00%: Metallic

Optic Mutation Table


01-06%: Very Small Eyes: At least twice as small as normal.
07-14%: Very Large Eyes: At least twice as large as normal or the eyes may bulge out unnaturally.
15-21%: Very Elliptical Eyes
22-28%: Very Round Eyes
29-35%: Glowing Eyes: Roll on Random Color Table or choose the color of the glow. This glow cannot be inhibited by conventional means. Whether it is constant, emotionally influenced, or selective is up to the player. +1 to Horror Factor when glowing.
36-44%: Odd Color: The iris of the eye has a unique color, like pale blue, blood red, pink, or some other strange color. Roll on Random Color Table or choose.
45-53%: Solid Eye Color: No pupil, iris, or other parts of the eye can be discerned - the eye is one color roll on Random Color Table or choose).
54-60%: Reptilian Eyes: The eyes look like those of a snake or frog. Adds +1 to Horror Factor, plus the character has either underwater vision equal to normal vision or night vision for 50ft (choose one of the two).
61-66%: Insect Eyes: The eyes are slightly bulged out and look like a fly's or a bee's eyes. Add +1 to perception, dodge, and Horror Factor, +2 to initiative, but subtract 1d4+1 from the P.B. attribute. The character also has ultraviolet vision (600ft range) and polarized vision (can tell directions by looking at the sun with 95% accuracy).
67-73%: Feline Eyes: The eyes are extremely cat-like in appearance. The character has night vision for 50ft. Add either +1 to the P.B. or Horror Factor (choose).
74-76%: Third Eye: A third eye is located somewhere in the head of the character, granting a bonus of +1 to initiative and +1 to parry and dodge. Subtract 1d4 from the P.B. and add +1 to Horror Factor. The eye can have any appearance and roll on Random Color Table or choose one of the player's choice.
77-83%: Independent Eyes: The characters eyes can move independent of each other. The character has a wider field of vision and can focus on two things at once. Adds +2 to Initiative, +2 to Parry and +1 to Dodge.
84-89%: Widely Spaced or Multiple Eyes: The character has a total of 1d6+2 eyes (located in any style about the body), or the two eyes are widely spaced (like a rabbit or fish). Subtract 1d4+2 from P.B., but add +2 to Horror Factor, +1 to initiative, +1 to strike, +1 to parry and dodge, and +2 to perception.
90-92%: Perfect Eyes: The eyes are normal in all appearances, but the vision is perfect and the character can read the words on a road sign at a distance of 1/2 mile away. The character also has polarized vision and a bonus of +1 to perception.
93-96%: Reflective Eyes: The characters eyes are reflective like a mirror. The character can see normally and also possesses polarized vision.
97-98%: One Eye: The character is a cyclops, with one large eye in the middle of his head. However he can still see normally with full depth perception.
99-00%: Crocodile Eyes: A pair of transparent membranes slide over the eyes, like a crocodile which allows clear vision underwater. The membrane is waterproof, so it protects the eyes from any irritants (smoke, sand, mace, tear gas, etc) like a pair of goggles. The character must roll a successful parry at +2 to see if he can close the membrane before an attack hits. However, smoke and chemical like gas also affect breathing, so the character may suffer one half or possibly full effect, depending on the irritant.

Extreme and Unusual Body Hair Table


01-10%: Very Hairy: The character is very hairy all over the body, head, arms, chest and back. Clearly human hair abut about three times the normal amount.
11-20%: Human Fur: Human hair all over the body, so thick it resembles fur. About six times the normal amount.
21-30%: Human Fur: short, half inch length, covers most of the body except face, feet and hands
31-40%: Human Fur: 1D4 inches (2-10 cm) long, covers most of the body except face, bottom of feet and palms of hands.
41-50%: Odd Colored Fur: the same as above except the fur is an odd color. Roll on the Random Color Table to determine the color of the fur.
51-60%: Human Fur: half an inch or 1D4 inches long (players choice), which covers the entire body except for the palms and the bottoms of the feet. The face is completely covered in fur.
61-70%: Odd Colored Fur: the same as above except the fur is an odd color. Roll on the Random Color Table to determine the color of the fur.
71-80%: Striped or Spotted Fur: half an inch or 1D4 inches long (players choice) which covers the entire body except for the palms and bottom of the feet. Roll on the Random Color Table for the two colors of the characters fur.
81-90%: Odd Colored Facial Hair: roll on the Random Color Table to determine the color.
91-00%: Hairy Beard: The the character grows four times the amount of facial hair, growing a full beard after only twelve hours without shaving.

Unusual Eyebrows Table

01-20%: Unibrow: The character has a single eyebrow, which wraps around his head like a headband, even if the character is bald. If the character has hair, the eyebrow merges seamlessly with his hair.
21-40%: Spiky Brows: Instead of eyebrows, spikes line the characters brow.
41-60%: Odd Color Eyebrows: The eyebrows are a different color from the rest of the characters hair. Roll on the Random Color Table to determine the color.
61-80%: Browless: The character has no eyebrows at all.
81-00%: Large Heavy Brow: May be hairless or not, and gives the character a look of being perpetually angry.

Unusual Feet Table


01-20%: Prehensile Feet!: The feet greatly resemble those of a monkey or chimpanzee, with long, finger-like toes, and thumb-like big toes for grabbing and holding. The prehensile foot is not developed enough to throw an object or fire a gun with any accuracy (-6 to strike) but can easily pick up and hold or carry items (30 pounds/13.5 kg) or less, press buttons, untie rope, turn doorknobs, pull levers and even play the piano or type on a keyboard (although not too well; half normal skills with hands). When barefoot, the character is +30% to Climb or Rappel, is +1 to Dodge, and can use his feet like hands. Please note that the use of hands to perform skills like Computer Operation or Pick Pockets suffers a -25% skill penalty. Highly technical skills, such as Mechanics, Electronics, Robotics, Medical, Demolitions, piloting aircraft and similar are impossible to perform with any accuracy.
21-40%: Hairy Feet: The tops of the characters feet and toes are covered in one inch (2.5 cm) long fur.
41-60%: Clawed Toes: The characters toes have two inch (5 cm) long claws on them, which are helpful in slashing and climbing. Provides a +15% bonus to Climb and Rappel, and a slash with claws does 2D6+P.S. Bonus
61-80%: Fewer Toes: The character only has two or three large toes (01-50% two toes, 51-00% large toes).
81-90%: Webbed Toes: Like an amphibian, the toes enhance the swimming ability. Can swim at double normal speed and gains +15% to Swimming and Swimming: Advanced
91-00%: Large Feet: The feet are extra large, double their normal size. -1 to P.B. But no bonuses or penalties.


Skin/Hair Coloration Pattern Table

01-14%: One Solid Hue: The skin/hair is one solid color with little variation. Roll on Random Color Table for a color.
15-28%: Striped: The skin/hair has a striped pattern, like a zebra, tiger, or any other sort of creature. Roll for one main color on Random Color Table, plus any number (player's choice) of colors and styles for the stripes.
29-42%: Spotted: The skin/hair is spotted, like a leopard or any other form of spotting or speckling. The pattern and stylization of spots is determined by the character (on the back only, forearms and legs, side of the head, at the end of the hair, etc.) Roll for one main color on Random Color Table and one to three other colors for the spots.
43-56%: Mottled: Similar to the spots, the skin/hair has large patches that are one color and those of other colors (like your standard black and white cow). Roll for a main color on Random Color table and 1D4 colors for the strangely colored patches.
57-70%: Rainbow: Roll for 1D6+2 different colors on Random Color Table. These colors bleed and blend into one another to give the skin/hair a multicolored hue.
71-85%: Duotone: The character has a coloration pattern similar to that of a penguin, killer whale, or shark (one color on the top/back and one on the bottom/front). In the case of hair, there might be a mohawk of hair that is a different color (a la Rogue), or the hair might fade into a second color, etc. Roll for two colors on Random Color Table, player decides the style.
86-00%: Camouflage: The character has a skin and/or hair coloration that allows him to blend in well to a certain environment. Choose one of the following environment types: desert, air, shallow water, deep water, forest, mountain, plains, arctic, jungle, swamp, and outer space (or any other conceivable environment). In this environment, add a +15% bonus to the Prowl skill or allow a 30% +5% per level skill in that environment only.

Unusual Forehead Table

01-20%: Odd Protrusion: A bony growth runs down the character's forehead. A ridge of bone or cartilage, a series of bumps, or a crest. The exact nature of the protrusion is left up to the player. Adds +1D4 damage to head butts. -2 to P.B.
21-40%: Odd Indentation: The character has an odd indentation in his skill, most often coming in the form of a shape (oval, spherical, or triangular indentations, which go in ¼ to ½ of an inch/around 1 cm) or a line running down the middle of the forehead, splitting it into two halves (about ½ an inch/just over 1 cm deep). Which type is left up to the player. -2 to P.B.
41-60%: Small Horns: 1D4 inches (2-10 cm) long, protruding from the forehead.
61-70%: Caveman Forehead: A heavy, bulging forehead much larger than normal, giving the character an ape-like, caveman look. Despite the primitive look the characters skull is thicker and stronger than usual. The character is -1 to P.B. But add 10 to S.D.C.
71-80%: Hairy Forehead: The characters hair grows down to his eyebrows. This hair can be shaved off, which negates the P.B. Penalty of -1.
81-90%: Horns: Two large horns (6-8 inches/15-20 cm) or one huge horn (1 ½ feet/45 cm long) just out from the top of the characters forehead or from the sides of his head like a bull. Damage from a gore or jab is 2D6+P.S. Damage bonus.
91-00%: Armored Plate: The character has a triceratops-like bone plate running around his forehead. The armored plate rises up a few inches over the hairline and stretches around the side of the head, ending immediately before the characters ears. The characters head has a Natural A.R. Of 14 (attacks against the head must roll over the A.R. To do damage), and adds +20 to S.D.C. The character suffers a P.B. Penalty of -3.

Unusual Mouth Table

01-10%: Sharp Teeth or Fangs and Powerful Jaws: Gives the character a bestial appearance. A biting attack does 2D6 damage.
11-20%: Multiple Mouths: Possesses one or two extra mouths (01-50% means one extra mouth, 51-00% means two extra mouths). The character only possesses one throat and one voice box, so he cannot say different things at the same time, or swallow and talk at the same time. He can however, talk using one mouth and keep the other closed, or chew with one mouth and swallow with the other. The sight of a character with multiple mouths is so gross and unnerving that the character has an optional Horror Factor of 10 around those not used to him.
21-30%: Huge Mouth: The mouth is twice as large as usual, and takes up most of the face.
31-40%: Fixed Mouth: The characters mouth is permanently stuck in one position. A smile, a frown or a grimace of pain; the players choice. The character can still speak and use his mouth normally, but it is permanently fixed in that one position.
41-50%: Poison Fangs: Viper-like fangs that inject a lethal poison into victims of a successful bite. 3D6 damage direct to Hit Points if the victim fails the save. If the victim saves (Standard vs. Lethal Poison) then he suffers only bite damage (1D4) plus 1D4 damage from the poison to S.D.C. The characters poison glands can create enough poison for 2D6 attacks +1 attack per level of experience, and requires four hours to replenish an attack worth of poison.
51-60%: Odd Tongue: Roll again. All tongues fit into the mouth normally.
*01-35%: Snake-Like Tongue: The character possesses a 2D6 inch (5-30 cm) long forked, snake-like tongue. The characters sense of smell is three times better than a normal humans. Adds a +10% bonus to any Tracking skills.
*36-70%: Long Tongue: A normal, but 5D6 inch (12-76 cm) long tongue. The character can use this tongue to grab and even carry things if its long enough; nothing heavier than five pounds (2.3 kg).
*71-00%: Frog-Like Tongue: A sticky, extra-long (1D4+2 feet/0.9-1.8 m) frog-like tongue. The character can launch the tongue out at high speed (80+5 mph/128+8 km per level of experience), grab something with his sticky tongue, and yank it back into his mouth in a split second (one melee action). This can be used to yank away an opponents weapon (requires a roll to disarm), give a tongue punch (1D6 damage, no P.S. Damage bonus possible), or flick a switch. The tongue has a P.S. Equal to half of the characters P.S., but it cannot be used to carry things, only grab, strike and pull.
61-70%: Inner Mouth: A small, extendible mouth is located inside the characters mouth, in the place of a tongue. The inner-mouth extends up to one foot (0.3 m) and shoots out at a high speed. The inner-mouth can shew and swallow like a normal mouth. Extending the inner-mouth into an enemy does 3D4 damage, while a bite with the mouth's small but incredibly sharp teeth does 1D4 damage.
71-80%: Stretch Jaw: The character can unhinge his jaw, like a snake, to stretch it open three times wider than normal. The throat muscles are also very flexible, allowing a normal person to swallow something the size of an ostrich egg whole, without ill effect.
81-90%: Tusks: The character has a pair of large, pointed tusks that project from the front of the mouth. A gore or slash with these tusks deals 2D6+P.S. Bonus in damage.
91-00%: Metal Teeth: The teeth have grown in naturally, but are made of solid metal; gold, silver, steel, titanium, platinum or any other metal the player chooses, provided it is strong and durable. The teeth cannot be knocked out and have a razor sharp edge. Bites from this character do 4D6 damage; he essentially has a mouth full of knives, and accidentally biting his own tongue, lip or cheek might take a substantial chunk of himself, and require medical attention and even stitches.

Unusual Skin Table

01-05%: Translucent: -10 S.D.C., ½ P.B., and a Horror Factor of 7 or +1
06-10%: Hard Scaly: +30 S.D.C., -2 P.B., Natural A.R. 8
11-20%: Hard Scaly & Spiky: +45 S.D.C., tackling or grabbing the character inflicts 1d4 damage, -3 to P.B., Natural A.R. 10
21-30%: Bony: The mutant has a bony exoskeleton plates arranged strategically around his body. +30 S.D.C., Natural A.R. 11, and -3 P.B.
31-40%: Tough: +15 S.D.C., -1 P.B., Natural A.R. 6
41-50%: Hard: +30 S.D.C., -2 P.B., Natural A.R. 7
51-55%: Leathery: Durable, weathered skin that feels like leather. Looks tougher than usual, but is otherwise normal. +25 S.D.C.
56-60%: Slimy: +10 S.D.C., -4 to P.B., +2 to escape from grapple moves
61-70%: Lumpy: Add +30 S.D.C. Subtract -1 from P.B.
71-75%: Waxy, Plastic-like: Add +25 S.D.C. and +1 to roll with punch/fall. Subtract -1 from P.B.
76-80%: Sun-Proof Skin: This characters skin is not adversely affected by the suns rays, and he cannot get sunburned. However, he also can't get a suntan, and his skin remains the same shade no matter how much time he spends in the sun or a tanning booth. The character suffers half damage from light attacks (Energy Expulsion: Light for example) but full damage from lasers and other energy weapons.
81-90%: Soft Scaly: Add +30 S.D.C. Subtract -1 from P.B.
91-00%: Shriveled, Dried Skin: Add +20 S.D.C., +2 to P.E., and +1 to any attribute of choice, but reduce P.B. by 1d4+1. The character looks similar to a healthy mummy with no wrappings.

Unusual Hair Table

Note that these mutations do not affect the characters body hair or facial hair; there is another table for that.

01-20%: Odd Hair Color: Roll on the Random Color Table above to determine hair color.
21-30%: Thick Bushy Hair: The character has about double the amount of normal hair, and it grows back very quickly.
31-40%: Quadruple Amount of Hair: The character has hair that spikes naturally into large spikes. Looks like he came right from the latest anime movie or hit manga.
41-50%: Naturally Spiky Hair: The characters hair looks like has been gelled into 3-4 inch (7-10 cm) spikes, but that is how it naturally grows and little can be done about it. The hair doesn't grow any longer than 3 or 4 inches and no amount of gel, mousse or hair spray will get the hair to stay down.
51-60%: Ultra Long Hair: The hair grows down to the knees. The hair grows incredibly quickly and even a shaved head will regrow within one day. The hair itself is normal, and can be braided and styled as usual; it just grows exceptionally long.
61-70%: Supernatural Hair: The hair itself is supernaturally strong, and cannot be cut or ripped out by normal means. A single strange of the characters hair is strong enough to hold up a 500 pound (225 kg) weight. The hair can only be cut with a laser, diamond edge, Vibro or Kisentite blade. Ropes and braids crafted from this hair would be able to support hundreds or thousands of pounds.
71-80%: Permanently Bald: No hair on the head at all. Doesn't even have hair follicles, so it's impossible for him to grow hair.
81-90%: Emotional Hair: The hair moves with emotion. When frightened, the characters hair hugs tightly to the head. When angry the characters character thrashed around wildly or bursts into a ball of spikes. Whatever the characters mood, the hair responds accordingly. If asleep or unconscious, the hair lies flat and limp, though it may move around a bit if the character is dreaming. If excited, the hair ripples and darts around quickly. The movement of the hair cannot be controlled (either by the character or an outside force, such as Control: Others or Possession).
91-00%: Vegetative or Feathery Hair: Feather or plants grow in the place of normal hair. Plant-hair will need sunlight, and the character will have to drink extra water to support his plant-hair or it will die and he will go bald. Feathers will require grooming but no extra care than normal hair. The character will also molt once or twice a year, losing all of his old feathers and growing new ones.

Unusual Ears Table

Note that the P.B. penalties for these will vary between -1 to -3, depending on the feelings of the G.M. and how the ears affect the rest of the body.

01-10%: Pointy
11-20%: Larger than normal ears by 2 to 3 times
21-30%: Smaller than normal, the size of a quarter or dime
31-40%: Alien appearance
41-50%: No ears at all! Just small openings
51-60%: Pointy, Yoda-like ears, that stick out to the sides two to five inches (5-13 cm)
61-70%: Animal-like ears. The character possesses cat, dog, or rabbit-like (or another animal) ears
71-80%: The mutants ears are covered in one inch (2.5 cm) long hair
81-90%: Ear lobes that hang 2D4 inches (5-20 cm) down
91-00%: Ears are forward, at the characters temples.

Oversized Body Parts Table

01-30%: Oversized Arms: The character’s arms reach all the way down to his calves. +2D4 to P.S., strength is Extraordinary. -1 P.B.
31-60%: Overly Muscled Legs: The character’s legs are 50% longer than normal and heavily muscled. +3D6 inches to height, +3D6 to Spd., +1 to dodge. -1 P.B.
61-85%: Oversized Torso: The character’s upper torso and arms are highly oversized giving the character an almost comical "pinhead" appearance. +1D6 to P.S., +3D6 S.D.C., Superhuman Strength and +3D4x10 lbs
86-00%: Oversized Head: The character’s head is 50-75% larger than normal with an often bulbous appearance. +2 to I.Q., +2 to M.E., but -2D4 to Spd. and -1 to P.P. because of the head’s awkwardness, -2 P.B.

Unusual Body Table


01-12%: Horrendously Obese: +1d4x50+50 lbs, +3d4x10 S.D.C., -5 P.B., ½ Spd
13-24%: Incredibly Tall: +1D4’ to height, +10 S.D.C. per foot, +1d4x10 lbs per foot, +1d6 to Spd.
25-36%: Hunchbacked: Reduce height by 2D6 inches due to deformity, -2 to P.B.
37-48%: Emaciated: Reduce weight by 40%, -3 to P.S., -3 to P.B., reduce S.D.C. by 20
49-62%: Stocky Build: Broad/husky build makes the character about twice as wide as a normal person. Add 50lbs to weight, +1d4 to P.S., and +4d4 S.D.C. Add +1 to Horror Factor.
63-76%: Skinny Build: A slender/skinny build makes the character about 75% as wide as a normal person. Subtract 25lbs from weight, +2 to P.P., +1d4 to Spd. and add +1 to parry and dodge.
77-88%: Massive Size: The height of the character is roughly 1d4+6 feet and his weight is generally equal to 30 lbs per foot of height +4d6x10lbs. Add +2d4x10 S.D.C., +1d4 to P.E., and +1d4 to P.S. (minimum of 18 for both). Add +2 to Horror Factor.
89-00%: Small Size: The height of the character is three feet plus 5d6 inches and his weight is around 3d4x10+30lbs. Add +10 S.D.C., +2 to Spd., and +1 to dodge.

Animal Traits Table One

01-10%: Lightweight Bones: Like a bird, the bones are made of a strong internal network of fibers. Reduce weight and S.D.C. by 10%, but add +1 to dodge and parry and add +20% to Spd. (applied to flight and super speed powers too).
11-20%: Oxygen Retention: The character can store oxygen within his body and draw upon it when necessary. It will last two minutes per point of P.E. It can only be used in an environment with an atmosphere - using it in a total vacuum will cause the character's lungs to explode. This provides the ability to survive for extended periods underwater (like a dolphin) or in an environment with a toxic atmosphere.
21-30%: Gills: These are located either behind the ears, along the jawbone, along the ribs, or on the back of the character. They must be uncovered to function properly. These allow the character to breathe normally underwater without limit, plus be able to breathe air. Add +1 to P.E.
31-40%: Webbed Feet/Hands: This gives the character a +30% bonus to the swimming skill (or a base skill of 70% +5% per level), a +2 to parry and dodge in water, and a swim speed of triple his Spd. attribute. Bonuses from the swimming skill are not applicable (S.C.U.B.A. gets the bonuses as normal). -1 to P.B. Attribute.
41-50%: Quills/Spines: The character has porcupine-like quills sprouting from his back, forearms, head, and legs (and tails, if possessed). They provide +10 S.D.C.tm and an A.R. of 10. Any hand-to-hand attack roll lower than an 11 causes 3D6 damage to the attacker (character takes no damage). A body block does 4d6 damage and a backhand/forearm does 2D6 damage. Add these damages to the punch damage if supernatural strength is possessed. Quills are not shot out of the body, but can be plucked and used as daggers for 1D4 damage. Reduce the P.B. by 1D4+1, but add +2 to Horror Factor.
51-60%: Water Storage: The character can survive without water for two days per gallon drunk. Roughly one gallon can be drunk per minute, up to a maximum number of gallons equal to half the P.E. attribute. The extra water is stored in fat cells on the thighs, backside, back, and shoulders. At maximum load, reduce speed by 20%. Add +1 to the P.E.
61-70%: Hibernation: This is the ability to slow the metabolism down to a point of near-stopping, similar to an opossum. In the rested state, the character needs no food and only 10% of the normal amount of oxygen (or whatever air is breathed). There are two levels of hibernation. The first takes two melee actions to achieve and can last for one hour per P.E. point, plus the character is still completely aware. It takes 4d6 minutes to enter the second level, where hibernation can be maintained for one month per two points of P.E. It requires 5d6 minutes to return to normal from a deep hibernation. During deep hibernation, the character is not very aware at all. In either case, the character will appear to be dead unless examined by a physician.
71-80%: Sucker Cups: These are positioned on the feet and hands (at least - maybe other places too). They provide the abilities listed under the Adhesion minor ability on page 163 of Heroes Unlimited. -1 to P.B. attribute.
81-90%: Flight Membrane: Flaps of skin between the arms and legs allow the same abilities as listed under the Flight: Glide minor ability (page 166 of Heroes Unlimited. -2 to P.B. Attribute.
91-00%: Dexterous Hands: The hands could look rather raccoon- or chameleon-like (two thumbs and three fingers), could have an extra or missing finger's), etc. Whatever the case, add +10% the climbing skill and +5% to skills requiring manual dexterity.

Animal Traits Table Two


01-10%: Predatory Instincts: The character has an innate hunting sense. Add +1 to initiative, +1 to strike, +1 to perception, +10% to prowl, +1 to P.P., and +1 to P.S.
11-20%: Prey Instincts: Avoidance and speed are the benefits of a prey's instincts. +1d6 to Spd. +1 to P.P., +1 to perception, and +15% to prowl.
21-30%: Butylmercaptan Spray: This (or some other chemical) has an extremely offensive smell. It's the same chemical that skunks spew. It can be used once per day per two points of P.E., and victims who fail a save throw vs. non-lethal poison will fall unconscious for 1D4+4 minutes (or as long as he is subjected to it). Those who smell it in its entire powerful stench are -2 on initiative and -4 to strike, parry, and dodge. The smell remains for 14+1D4 days. Note that characters with advanced senses of smell are -4 to save.
31-40%: Bioluminescences: The character's body, or some part of it, can generate light from a biochemical reaction. The light produced is equal to about 50 watts (enough to read by) and can be seen from a few hundred feet away. Only one color can be produced (even ultraviolet or infrared), and the player may choose what that color is.
41-50%: Natural Toxin: This toxin is either released via skin contact or by bite. The toxin will last for 2d4+2 minutes if it has an extended effect, and can be used up to four times an hour. The player must choose one type of toxin, either poison (1d6 damage to hit points), vertigo/nausea (-4 on initiative and -2 to strike, parry, and dodge), paralysis (takes effect in a melee and the victim cannot move), or weakness (lose one attack, cut P.S., P.E., and Spd. in half for the duration).
51-60%: Silk Spinning: Similar to that spider-guy's artificial webbing, the character can emit strands of sticky material. The webbing has a range of roughly 50ft and a long strand of it can support the character's weight plus ten pounds per P.E. point. Getting blasted with a bolt of the stuff cuts the number of melee attacks in half, results in the loss of initiative, and -3 to strike, parry, and dodge. Tagging an arm prevents weapon attacks with that limb and reduces attacks by one. Webbing the legs cuts speed down to 3 and reduces the number of attacks to one. Covering the face causes blindness, possibly asphyxiation. It takes 1d4+2 melees of constant effort to be free of the material. Binding targets is possible too. One squirt has an S.D.C. of 20, lasts for 1d4 minutes, and requires a P.S. of 15 to pull free. Each additional spray adds +5 S.D.C., +1 minute duration, and another +1 to the required P.S. to break free. The character has a bonus of +2 to strike at level one, +1 more at levels four, seven, and ten. The character can store two blasts per point of P.E. and recovers the webbing at the rate of one-fourth (round up) the P.E. per hour. It should take eight hours for the character to go from empty to full.
61-70%: Heat Pit: Like a pit viper, the character has the ability to sense high temperatures within a 50ft radius. The sensing has an accuracy of 45% +5% per level and requires one melee action to execute. It is not fast enough to provide a general location of invisible beings, hence no bonuses. Temperatures from about 75 degrees Fahrenheit on up can be sensed with a relative degree of intensity (low, body temperature, high, flaming hot, etc.) Tracking via the heat pit is done at -15%, roll once per 50ft of ground covered.
71-80%: Fat Layers: Increase weight by 20%. The character takes half damage from cold based attacks, gains +20 S.D.C. and an A.R. of 6, plus can survive for several days in artic temperatures (like those found in deep oceans). -2 to P.B. Attribute.
81-90%: Antennae: Two antennae sprout from the character's forehead, giving advanced sensory abilities. Use the abilities found on page 115 of Aliens Unlimited for antennae. Or, if that book is not possessed, the antennae have the minor abilities of Heightened Sense of Smell, Touch, and Hearing.
91-00%: Fast Metabolism: The character has a very high energy level. Add +3 to P.E., +1 to P.P., and +1d6 to Spd. The character is also +2 to save vs. poisons, toxins, and other harmful chemicals and only suffers for half the normal duration. The character only needs four hours of sleep a night, but eat twice as much.

Odd Face Table


01-10%: Skeletal: Sunken eyes, cheeks, thin lips, receding hairline, maximum PB is 10, H.F. 8 or add +2
11-20%: Angelic or Beautiful Face: +1D6+4 to P.B.
21-30%: Ape-Like or Cro-Magnon Face: -2 to P.B., +5 S.D.C.
31-35%: No Nose: -2 to P.B. and +1 to Horror Factor.
36-40%: Lizard/Snake-Like Face: Bite attack does 2d6 damage, +1 initiative, subtract 3 from P.B.,
41-50%: Canine: Bite attack does 2D4 damage, -2 to P.B., sense of smell is 50% better than normal, +1 on initiative, can track by scent: 30%, +10% if a blood scent
51-60%: Feline: Bite attack does 1D6 damage, -2 to P.B., Night Vision: 40’
61-70%: Beak: Beak attack does 2D4 damage, -4 to P.B.
71-75%: Insect Face: The eyes are very large; the character has no upper lip and almost no lower one, a small or flat nose and little hair. The character can only see in ultraviolet light! -5 to P.B.
76-85%: Fish-Like Face: The face has a small or flat nose, large eyes, little hair, and bizarre bone crests on the forehead. The character can breathe both water and air. No special bonuses to swimming. -5 to P.B.
86-90%: Artificial Looking Face: Face looks like a mask, -3 to P.B.
91-00%: Demonic Face: The character’s face is that of a hideous demonic monster! The character has fangs, bony spikes coming out of the chin and forehead, and might have (01-10%) a third eye or (11-15%) two mouths. Bites do 1D6 damage, -1D6 P.B., HF of 10 or add +2

Odd Hands Table

01-08%: Bird-like talons for hands: 2D6 damage, -10% to all skills requiring dexterity
09-16%: Extra-Large Hands: Twice the size of normal hands; +1D4 to P.S., +6 to damage, -30% to escape artist skill, -10% to palming and pick pockets.
17-24%: Pincers: The character’s hands are powerful but unwieldy pincers, much like a crab or insect. 3d6 damage, -20% to all skills requiring dexterity
25-30%: Tentacles for Fingers: The Tentacles are the same size and have the same level of dexterity as normal fingers, but can be bent back or to the side without harm. The tentacle fingers have no bones, and can even grow back (takes 2D4 weeks for a finger to grow back). Provides a +10% bonus to the Escape Artist skill. This bonus applies only if is trying to escape handcuffs or other things that bind his hands or wrists.
31-38%: Delicate Sensitive Hands: These hands have long, slender fingers; +5% to escape artist, palming, pick pockets and similar skills that require a delicate touch
39-46%: Large Clawed Hands: About 50% larger than a normal person’s hands. Damage is 3D6
47-55%: Small Retractable Claws: Damage is 2D4, +10% to climbing
56-62%: Webbed Fingers: Like a frog, the character can Swim at double swimming speed and provides +20% to the Swim and Swim: Advanced skills.
63-70%: Sword Hands: A two-foot (0.6 m) long bone extends from each hand (between two knuckles, the back of the hand of the underside of the wrist. This bone-sword is razor sharp and strong as steel. The blade extends from a small opening and when extended the hand is paralyzed and cannot be used. The sword-hands deal 3D6+P.S. Damage and the character is proficient in their use. Also, each time the sword-hands are extended from their housing, the character suffers one point of S.D.C. Damage.
71-77%: Club Hands: The characters hands are 50% larger than usual and encased in rock hard bone, and when he makes a fist, it becomes a devastating club-like weapon. The hand is totally protected by this armored bone, and the fingers fit together to form a ball-shaped club-head. Effectively the hand becomes a solid ball, perfect for smashing and cudgeling. The hands and finger function normally, but they are obviously not normal (the hard hard bone covering the hand). Damage is 4D6+P.S. Bonus and the characters hands have a Natural A.R. Of 9. The character however is -5% on Computer Operation, Pick Locks, and similar skills that require smaller, more delicate hands.
78-84%: Thick Fingers: The character has only two or three fingers, but they are thick and strong but less dexterous than normal human fingers. -10% to all skills requiring a gentle touch including Pick Locks, Pick Pockets, Computer Repair, and similar skills. The character is +10% to Climb and +2 to P.S., but +10 P.S. when involved in pulling, crushing with hands, tug of wars or grappling situations. The hands have exceptionally strong grip (Optional: The character gains +6 on all Sense of Strength tests where hand strength is required (such as pulling apart boards, snapping a cable, and similar feats).
85-93%: Extraordinarily Long Fingers: The character has normal sized hands but the fingers are twice as long. No bonuses or penalties.
94-96%: Ambidextrous: The character can use the right and left hand with equal skill and dexterity. Bonuses: Add +1 additional attack per melee, +1 to Parry, +5% to Climb, Escape Artist, Pick Locks, mechanical, electrical and computer repair skills.
97-00%: Featureless Fingers: The character has featureless fingers that lick fingernails and prints. The skin is totally smooth. Thus the character will be difficult to track because he does not leave any prints anywhere.

Neural Mutation Table


01-05%: Extraordinary Intelligence: Add +1 to perception, +5% to all skills (except physical ones), and +1D6 to I.Q. (minimum of 14).
06-10%: Extraordinary Reflexes: Add +1 to parry and dodge, +1 to initiative, +1D4 to P.P., plus the character gets one extra dodge per melee (takes no attacks to use).
11-30%: Natural Talent: Choose one category of skills. All skills in that category get a +5% or a +1 bonus.
31-38%: Insanity: Choose or roll for 1D4 random insanities. Multiple personalities count as one insanity each.
39-70%: Extraordinary Perception: Add +3 to perception, +5% to all Espionage skills, and +10% to prowl.
71-80%: Strong Psychic Potential: Add +2 to M.E. and +20 I.S.P.tm if the character is psychic. All mutants with this trait can add a +2 vs. psionic attack, possession, and mind control.
81-90%: No Pain: Fewer than normal pain receptors make the character resistant to pain. Add +2 to save vs. pain, plus the character suffers half penalties from extensive injuries and remains conscious up to zero hit points. Also add +1 to P.E.
91-00%: Heightened Instincts: The character is more open to their "gut instinct," and it serves them well. Any time combat is entered or an important or critical task is performed add a +1 or a +5% to one roll during the sequence of events - players choice. Remember, only one roll per sequence of events.

Combat Mutation Table


01-10%: Retractable Claws: Do 2D4 damage per swipe and add a +10% bonus to climb.
11-20%: Claws: Do 1D6 damage per swipe in addition to punch damage.
21-28%: Large Claws: Do 2D6 damage per swipe in addition to punch damage. Skills that require manual dexterity (electronics, computer operation, etc.) suffer a -5% penalty. Subtract one from P.B. and add one to Horror Factor.
29-36%: Massive Claws: Do 3D6 damage per swipe in addition to punch damage. Skills that require manual dexterity (electronics, computer operation, etc.) suffer a -20% penalty. Subtract two from P.B. and add two to Horror Factor. These claws are truly huge and can't really be hidden.
37-42%: Combat Tail: This tail is stronger than the prehensile one and has some sort of combat function. A striking/slashing tail does 2D6 damage per strike (in addition to punch damage) and has a +2 bonus to strike and parry. A poisonous tail does 1D8 damage per strike (or half the punch damage - whatever is more), the poison does 2D6 additional damage per strike, can be used once per hour per P.E. point, and has a +1 bonus to strike and parry. The tail is 1D4x10+30% of the height/length of the mutant and has a +5 bonus to dodge. It cannot grasp items or give help during climbing. The player may choose between the two types of tails and the tail's appearance. Add +1 to the Horror Factor and subtract one from P.B.
43-52%: Small Horns: Two 1D4 inch long horns protrude from the forehead, giving a slightly devilish look. Add +2 to damage from a head ****.
53-60%: Single Horn: One unicorn-like horn projects from the character's head (back, front, side, whatever). It is 4D6 inches long and does 1d6 on a slash or 2d6 on a stab (or half the damage of a punch, if supernatural strength is possessed).
61-70%: Large/Multiple Horns: The horns could be situated in a crown formation, curled like a ram's, or as broad as an elk's. Generally, they add +1 to Horror Factor and a head **** does 2d6 damage (or half the damage of a punch, whichever is more).
71-80%: Biting Teeth: The teeth are designed for rending flesh. They might look like a dog's, a vampire's, or a piranha’s. In any case, they do 2D6 damage (or half the damage of a punch plus one die, whichever is more) and add +2 to Horror Factor.
81-90%: Cutting/Gripping Teeth: The teeth are similar to those of a beaver or a gerbil in that they are shaped well for clamping down. They do 2D4 damage (or half the damage of a punch, whichever is more) and add +1 to Horror Factor.
91-00%: Forearm Blades or Knee and Elbow Spikes: These are normally retractable (optional) and a knee or elbow strike does +1 die of damage than a punch or kick (1D4 punch means 2D4 blades). Add +10 to S.D.C. +1 to Horror Factor when extended only. Alternately, forearm blades can be possessed in place of the knee and elbow spikes (and the bonuses too). In this case the blades do two damage dice more than a normal punch (1d4 punch means 3D4 blades).

Defensive Mutation Table


Unlike most other tables, a character is limited to having only one form of full-body armoring (the first four options). All others can be combined as normal with each other, but not the full-body armoring. The armor can take on virtually any form (armadillo, crab, metal skin, alligator, etc.) Lastly, it is molted off like a snake shedding skin (or some other means), but cannot be removed without extensive surgery and will eventually grow back.

01-10%: Plated Skin: The skin is covered in thin plates, with open spots of skin at the joints and places of major movement. Add +15 S.D.C., +5% to weight, +1 to parry, and the character has an A.R. of 6. Reduce P.B. to 85% the normal value, but add +1 to Horror Factor.
11-19%: Light Armor: A.R. 8 and S.D.C. +20, add +10% to weight and +1 to Horror Factor. Reduce P.B. to 75% the normal value.
20-27%: Medium Armor: A.R. 10 and S.D.C. +40, add +15% to weight and +2 to Horror Factor. Reduce P.B. to 70% the normal value. The character can damage stone and metal structures.
28-34%: Heavy Armor: A.R. 12 and S.D.C. +60, add +20% to weight and +2 to Horror Factor. Reduce P.B. to 65% the normal value. The character can damage stone and metal structures.
35-40%: Extra Heavy Armor: A.R. 14 and S.D.C. +80, add +30% to weight and +3 to Horror Factor. Reduce P.B. to 60% the normal value. Fire and cold attacks do half damage. The character can damage stone and metal structures.
41-60%: Helmet: Add +20 to S.D.C. and the head has an A.R. of 8. The helmet need not be covering the skull - it can be a headband of bone, shaped like a boxer's training helmet, etc. -1 to P.B. and +1 to Horror Factor.
61-80%: Gauntlets & Boots: Everything below the knees and the elbows is armored. Add +25 to S.D.C. and the forearms and lower legs have an A.R. of 10. Add +2 to damage from punches and kicks. -2 to P.B. and -5% to skills requiring good manual dexterity. The character can damage stone and metal structures.
81-00%: Knuckle & Foot Guards: These are the equivalent of natural brass knuckles. Add an extra die of damage to punches and kicks (if 2D4 - 3D4 damage is done, if 3D6 - 4D6 damage is done, etc.) Add +10 to S.D.C. and the character can damage stone and metal structures.

Miscellaneous Mutation Table

01-11%: Ambidextrous: Self-explanatory. Add +1 attack, +1 to parry, +10% to climbing skill, and +5% to skills requiring manual dexterity (electrical skills, sleight of hand skills, electronics/mechanics, etc.)
12-22%: Double Jointed: Described fully on page 109 of Heroes Unlimited. Chance of escape if hands/feet are bound by rope, handcuffs, chains, etc. is 79% or 46% if the hands legs, arms, and body are bound (by the aforementioned or a straitjacket), roll once per melee. The character can curl up into a ball so small that he is 20% of his normal height and half his normal width. Add +2 to roll with punch/fall.
23-34%: Tough Bones: The character’s bones are made of a more durable (but not unbreakable) material such as boron, a metal amalgamate, etc. +6d6 SDC, falls do half damage
35-46%: Webbed Fingers & Finned Arms & Legs: The character’s hands and feet are webbed and there are small fins made of cartilage on the legs and arms, maybe even a small dorsal fin on the back (01-10%). The character swims naturally at 60% + 4% per level or has a +15% bonus to his actual skill. +2d6 Spd
47-58%: Fingernails and Toenails: Grow at triple the normal rate. A scratch from the long nails gives a +2 damage bonus to punch damage.
59-70%: Prominent Veins and Arteries or Skeletal Structure: This gives the character a slightly ghoulish look. Subtract 1d4 from the P.B., and add that same amount to the Horror Factor. The player can decide the layout of the blood vessels or emphasized bone structure.
71-80%: Additional Appendage: The character has grown an additional appendage, a tail. While it may be difficult to conceal, it does have some advantages. Like the prehensile tail of a monkey, it can seize and grasp. Somewhat more limited than prehensile feet, it can only be used to grasp and carry things or help climb. The tail can not be used to untie rope or string, or fire a weapon. However, ti can be used to turn knobs, press buttons, and even provides an extra attack/action per melee. Such attacks should take the form of snaring an opponents feet or hands, snatching objects or weapons, and even binding hands or strangling. It is also possible to hold a blunt object and use it as a club. No hand to hand or attribute bonuses apply when striking or parrying with the tail.
Bonuses: +1 to strike and parry with the tail. The tail itself is +5 to dodge. Adds +20% to Climb when the tail is used. The tail is quite strong, able to support the characters full body weight when suspended above the grounds (dangling by his tail like a monkey).
81-90%: Stocky and Exceptionally Broad: The character is a broad and husky person about twice as broad as a normal human. Bonuses: Add 50 pounds (22.5 kg) to weight, +1D4 to P.S. (and it becomes Superhuman if it wasn't before) and 4D4 to S.D.C. However, the character gains a -1 to Dodge penalty because of his large frame.
91-00%: Modified Legs: The mutants legs are specially designed for running and leaping. Instead of having normal knee joints, the characters knees are similar to the rear legs of a horse or cheetah. His legs are muscular yet lightweight, making them perfect for speed. Add 2D4x10 to the Spd. Attribute, the character can leap 15 feet (4.6 m) long and 10 feet (3 m) high, and adds +1D6 to Kick damage.

Physical Mutation Table

01-10%: Long Fingers: These cause a -1 penalty to the P.B. attribute, but give the character a +5% bonus to skills like computer operation, electronics, demolitions, surgery, and other delicate work. The fingers are all four to six inches long (for the standard hand).
11-25%: Long and Strong Arms: These cause a -2 to P.B. and stretch down to the character's knees, much like an ape. Arm length is roughly half that of the height. Add +15% to climb, +1 to P.S., and +25% to the range of thrown objects and bow/sling weapons.
26-40%: Long and Strong Legs: These cause a -1 to P.B. and are roughly 60% of the height of the character. They provide a +1 to dodge, a +1d4+1 to Spd., and the ability to jump one-half the Spd. attribute (in feet) lengthwise or a height equal to the character's (normally six feet) from a standing position (triple that with a running start). For characters with super speed, they can jump a number of feet long per two mph of speed (i.e. half) and a number of feet high per four mph of speed (i.e. one-fourth). In any case, add a +2 damage bonus from a kick (or add one die to the damage from a punch if supernatural strength is possessed).
41-55%: Prehensile Feet/Toes: The feet are monkey-like, allowing the character to perform tasks with them. They can throw an object or fire a gun with a -6 strike penalty, lift/carry items less than 30lbs, push buttons, pull levers, etc. When barefoot, the character is +30% to climb (use this as a base if the skill is not possessed) and is +1 to dodge. Using the feet to perform delicate tasks (e.g. computer operation and pick pockets) results in a -25% penalty, while difficult tasks (electronics, surgery, piloting a vehicle, etc.) result in a maximum skill of 10%.
56-70% Prehensile Tail: The tail is less useful than prehensile feet, but has its advantages. The tail gets no combat bonuses from attributes or hand to hand combat, but is +1 to strike and parry, +2 to trip/disarm/strangle opponents, has a +5 bonus to dodge (tail only), can be used as an extra attack per melee, can support the character's weight, and drag one-third of that weight. Dragging up to half the character's weight is possible, but reduce speed by one-third. A swat from the tail does 1d6 damage or one-third that of a punch, whichever is more. The tail is 3d4 feet long, and can have any appearance.
71-80%: Head: The head is 50% Larger than normal. Add +2 to I.Q. and M.E. Subtract three from the P.B. and add +1 to Horror Factor. If the mutant is a psychic, add +15 I.S.P. Too.
81-90%: Long or Short Neck: Player can pick which. The difference isn't extreme, but noticeable. -1 to P.B. and +1 to Horror Factor.
91-95%: Wings: The character gets the Flight: Winged minor super power found on page 166 of Heroes Unlimited for free (doesn't count as a minor power).
96-00%: Extra Limbs: As per the Multiple Limbs minor ability on page 23 of Aliens Unlimited. This can be rolled twice, for four extra limbs. This does not count as a minor power for the character.
User avatar
NMI
OLD ONE
Posts: 7174
Joined: Fri Nov 03, 2000 2:01 am
Location: McHenry Illinois

Re: Mutant Characteristics Table, Redux

Unread post by NMI »

Stone Gargoyle wrote:Still wondering if it would be permissible to post this to the Black Vault Wiki. Given that some of the source material comes from Brett Hegr, probably not able to get permission to post it there, though.
I dont have a problem with it being posted. If asked, we can always take it down.
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
gaby
Knight
Posts: 4340
Joined: Fri Jan 03, 2003 2:01 am
Location: Québec

Re: Mutant Characteristics Table, Redux

Unread post by gaby »

I got idea What about Unusual Voice,the characters voice like he take with a Accent from a Country he was never raised in and So on.
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10040
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Re: Mutant Characteristics Table, Redux

Unread post by Stone Gargoyle »

Mr. Deific NMI wrote:
Stone Gargoyle wrote:Still wondering if it would be permissible to post this to the Black Vault Wiki. Given that some of the source material comes from Brett Hegr, probably not able to get permission to post it there, though.
I dont have a problem with it being posted. If asked, we can always take it down.
Okay, thanks Nimmy. :mrgreen:
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Snake Eyes
Hero
Posts: 1025
Joined: Tue Jan 27, 2004 12:34 am
Comment: Living in Florida, soon to be Dinosaur Swamp
Location: Mary Esther, Florida

Re: Mutant Characteristics Table, Redux

Unread post by Snake Eyes »

These mutant characteristic tables are great, may have to snag a copy for my HU game :-D
The Dragon Has Spoken
User avatar
SittingBull
Hero
Posts: 1570
Joined: Wed Feb 13, 2013 3:59 am
Comment: "Its not the destination that matters, its the journey along the way."
Location: Raxacoricofallapatorius

Re: Mutant Characteristics Table, Redux

Unread post by SittingBull »

Snake Eyes wrote:These mutant characteristic tables are great, may have to snag a copy for my HU game :-D



Yes, bravo on the work!
"Understanding is a three-edged sword."
Kosh from Babylon 5
"You don't understand, so you find excuses."
Doctor Who
"Peace has made you weak. Victory has defeated you."
Bane
User avatar
The Oh So Amazing Nate
Hero
Posts: 1455
Joined: Tue Oct 02, 2007 1:29 am
Location: West Central region of Indiana

Re: Mutant Characteristics Table, Redux

Unread post by The Oh So Amazing Nate »

*Edited These are awesome. I plan to adopt them into my AtB2 game for animal powers that got left out. Or just for the fun of it.
Last edited by The Oh So Amazing Nate on Sun May 12, 2013 10:08 pm, edited 1 time in total.
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:Amazing Nate; Thanks for your support!

Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
User avatar
drewkitty ~..~
Monk
Posts: 17782
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Mutant Characteristics Table, Redux

Unread post by drewkitty ~..~ »

I think this is better then Kittenstomp's mutation tables in his Tables of DOOM.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Post Reply

Return to “Heroes Unlimited™”