A Better Random Mutant Generator

A direct copy of http://www.darkrealms.com/~antcrusher/rmg.html

This is a modified version of the mutant generation tables from The Mutant File©. All I've really done is include Power Modifiers.

Note: Powers marked with a € indicate that the GM must select an appropriate or desired special effect or otherwise determine a specific aspect. Powers marked with a (#,#) indicate that the GM should roll on the subsidiary customization table in Step 5 as well. Advantages from Step 5 should be calculated to yield the same Active Point total as the original power (i.e., 6d6 EB plus Armor Piercing should give a 4d6 AP EB). If the GM doesn't like a disadvantage rolled in Step 5, feel free to use an appropriate Limited. If the GM rolls anything they don't like, simply roll again. If the power rolled is considered too weak or too strong, change it. The table is intended to make things easy for GMs. They must use it like any other tool--however it best suits their needs.

 

Roll

Template

Roll

Number of rolls on Powers Charts

1

incompetent

1-2

1

2-3

normal

3-4

2

4-5

skilled normal

5

3

6

competent normal

6

4

STEP 1: Roll 1d6.

STEP 2: Go to group table indicated, roll 1d6.

Roll

group

roll

group A

group B

group C

1-2

A

1

A1

B1

C1

3-4

B

2

A2

B2

C2

5-6

C

3

A3

B3

C3

 

 

4

A4

B4

C4

 

 

5

A5

B5

C5

 

 

6

A6

B6

C6

STEP 3: Go to table indicated and roll 1d6 to determine mutant power. See Step 4 when done.

 

Table A1

Table A2

1

+25 STR (1,3)

5d6 Aid one physical CHAR

2

+10 DEX

5d6 Aid one power€

3

+15 CON, Immune to Disease

3d6 Drain one physical CHAR (1,3)

4

+15 INT, add 5 INT-based skills

3d6 Drain one power€ (1,3)

5

+10 EGO, 10-pt Mental Defense (2,4)

5d6 Suppress one power€ (1,3)

6

+15 PRE, +10 COM, add 5 PRE-based skills

2d6 Transfer CHAR to CHAR€ (1,3)

 

 

Table A3

Table A4

1

6 PD/ED Armor€ (2,4)

5-pt Lack of Weakness

2

25% Damage Reduction (1-3 physical, 4-6 energy)

5-pt Flash Defense€ (2,4)

3

Desolidification€

10-pt Mental Defense (2,4)

4

8 PD/ED Force Field (2,4)

Missile Deflection, all ranged€

5

5 PD/ED Force Wall (2,4)

10-pt Power Defense (2,4)

6

5" Knockback Resistance

Danger Sense 11-

 

Table A5

Table A6

1

+15 INT, Lightning Calculator

Go to Step 1 and roll again, resultant power is 1/2 END (if applicable), but do NOT refigure these points - it's a bonus

2

Absolute Time Sense,

Bump of Direction, Cramming

Go to Step 1 and roll again, resultant power is 1/2 END (if applicable), but do NOT refigure these points - it's a bonus

3

Eidetic Memory, Speed Reading

Go to Step 1 and roll again, resultant power is 1/2 END (if applicable), but do NOT refigure these points - it's a bonus

4

Find Weakness w/ one attack€

Go to Step 1, roll again twice

5

3d6 Luck

Go to Step 1, roll again twice

6

Universal Translator

Go to Step 1, roll again three times

 

Table B1

Table B2

1

6d6 Energy Blast€ (1,3)

10 STR Telekinesis, fine manipulation (1,3)

2

3d6 Entangle, DEF 3€ (1,3)

Cumulative Transform

(1-3: 4d6 Cosmetic, 4-5: 2d6 Minor, 6: 1d6 Major)€ (1,3)

3

3d6 Flash€ (1,3)

3d6 EGO attack (5,6)

4

+5d6 HA€ (1,3)

6d6 Mental Illusions (5,6)

5

2d6 HKA€ (1,3)

6d6 Mind Control (5,6)

6

2d6 RKA€ (1,3)

Mind Link, one specific mind

 

 

Table B3

Table B4

1

Mind Link, any one mind

17" Gliding€

2

4d6 Mind Scan, +5 to roll

+9" Running

3

4d6 Telepathy, fully invisible5,6

+17" Superleap

4

6d6 Telepathy (5,6)

+12" Swimming, LS: breathe underwater

5

Extradimensional Movement, one dimension€

17" Swinging€

6

10" Flight€

10" Teleport

 

Table B5

Table B6

1

4" Tunnelling, DEF 4

Go to Step 1, roll again twice

2

Clairsentience, normal sight

Go to Step 1, roll again twice

3

Active Sonar

Go to Step 1, roll again twice

4

+5 PER (1-4: one sense, 5-6: all senses)

Go to Step 1, roll again three times

5

High Range Radio Hearing

Go to Step 1, roll again three times

6

IR Vision

Go to Step 1, roll again four times

 

Table C1

Table C2

1

Mental Awareness

+8 Telescopic Sense (1-4: one sense group, 5-6: all senses)

2

x100 Microscopic Vision

Tracking Scent

3

N-Ray Vision€

Ultrasonic Hearing

4

Radar Sense

UV Vision

5

Spatial Awareness€

360° Sense (1-4: one sense, 5-6: all senses)

6

Targeting Sense€

Detect, ranged and discriminatory€

 

Table C3

Table C4

1

5d6 Absorption to one physical CHAR (1-3 physical, 4-6 energy)

Invisibility to normal sight

2

Change Environment, 8" radius€

15-pt Growth

3

Clinging€

1 hex Images

4

Darkness vs normal sight, 2" radius€

LS: breathe in unusual environment€

5

20-pt Density Increase

LS self-contained breathing€

6

Extra Limbs€

LS: Immune to disease, retarded aging

 

Table C5

Table C6

1

LS: one safe environment (choose)

+2 to all primary CHAR

2

LS: total

+1 SPD, +2 to other secondary CHAR

3

Regeneration, 2/Turn

+1 to all CHAR except SPD

4

Shapeshift, one form€

+2 SPD

5

20-pt Shrinking

1: +5 PD,

 

 

2: +5 ED,

 

 

3: 2 PD/ED Armor (2,4),

 

 

4: 3 PD/ED Force Field (2,4),

 

 

5: 5-pt Power Defense (2,4),

 

 

6: 5 PD/ED Damage Resistance

6

3" Stretching

10-pt (i.e., x4) NCM for one Movement Power€

 

STEP 4: STR, Powers and Senses roll on Table 1. Appropriate Powers and Senses on Table 2.

 

Table 1: END Modifier

 

Table 2: Control Modifiers (3d6)

1

no change

3-16

no change

2

no change

17

Side Effects€

3

no change

18

No Conscious Control

4

1/2 END (only for Powers that cost END)

 

 

5

0 END (only for Powers that cost END)

 

 

6

1-3: x2 END (Costs END for Powers/Senses that don't)

 

 

 

4-5: x3 END (Costs END, x2 END for Powers/Senses that don't)

 

 

 

x5 END (Costs END, x3 END for Powers/Senses that don't)

 

 

STEP 5: If it was indicated to do so, roll 1d6 on the appropriate tables.

 

Table 1: Attack Advantages

Table 1A: Recompute so that active points stay the same.

1

no change

Affects Desolid

2

no change

Area Effect (1-2: one hex, 3: radius, 4: cone, 5: line, 6: any)

3

no change

Armor Piercing

4

roll on Table 1A

AVLD€

5

roll on Table 1B

Autofire

6

roll on Table 1C

Based on ECV

 

Table 1B: Recompute so that active points stay

the same.

Table 1C: Recompute so that active points stay

the same.

1

Continuous

Invisible Power Effects

2

Damage Shield

NND€

3

Does Knockback OR Double Knockback

(whichever appropriate)

No Range Penalty OR Ranged

(whichever appropriate)

4

Explosion

Penetrating

5

Increased Maximum Range

Personal Immunity

6

Indirect€

Variable Special Effect (any)

 

Table 2: Defense Advantages, recompute so that active points stay the same.

1

no change

2

no change

3

no change

4

no change

5

Difficult to Dispel

6

Hardened

 

Table 3: Attack Disadvantages

Table 4: Defense Disadvantages

1

no change

no change

2

no change

no change

3

no change

no change

4

no change

no change

5

1-2: Charges€

Cost END (ignore END modifier from Step 4),

 

3-4: Limited€

 

 

5-6: No Knockback

 

6

1: Activation€,

1-2: Ablative,

 

2: Concentrate€,

3-4: Activation€,

 

3: Extra Time€,

5-6: Extra Time€

 

4-5: Reduced by Range,

 

 

6: Reduced Penetration

 

 

Table 5: Mental Power Advantages

Table 6: Mental Power Disadvantages

1

no change

no change

2

no change

no change

3

no change

no change

4

roll on Table 5A

no change

5

roll on Table 5B

1-2: Charges€ Cost END (ignore END modifier from Step 4),

 

 

3-4: Limited€,

 

 

5-6: Visible

6

roll twice again on this table, ignoring 6's

1: Activation€,

 

 

2: Based on CON, No Range,

 

 

3: Concentrate€,

 

 

4: Extra Time€,

 

 

5: Reduced by Range,

 

 

6: Reduced Penetration

 

Table 5A: Recompute so that active points stay

the same.

Table 5B: Recompute so that active points stay

the same.

1

Affects Desolid

Does Knockback

2

Area Effect (1-2: one hex, 3: radius, 4: cone, 5: line, 6: any)

Explosion

3

Armor Piercing

Invisible Power Effects

4

Autofire

NND€

5

Continuous

Penetrating

6

Damage Shield

Personal Immunity

 

Comments? Write spock@courtave.net and share them with me.

Legal stuff, just in case...

This generator © 1995 Tim Larson. Non-commercial distribution encouraged as long as attribution of authorship is included. All other rights reserved.

The Mutant File © 1993 Hero Games. All rights reserved.

Champions® is a Hero Games trademark for its superhero roleplaying game using the Hero System.

Champions © 1981, 1984, 1989 Hero Games. All rights reserved. Hero System © 1984, 1989 Hero Games. All rights reserved.

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