A Better Random Mutant Generator
A direct copy of
http://www.darkrealms.com/~antcrusher/rmg.htmlThis 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.