Sie sind auf Seite 1von 7

Page |1

Mutant R.C.C.
"You can slap whatever technical term you want. Mutation, X-Factor, a product of evolution. It doesn't change a thing. I'm a freak." Before Dark Day, mutants were not as rare as one might think. Before Dark Day however, a lot of things were swept under the carpet. Governments all over the world had been racing toward developing the new super soldier, or finding the next step in human evolution. Experiments were abundant, and searches were common. Most of the mutants found in searches were minor. Low level psychics, people with enhanced physical traits, nothing out of the ordinary. Then the Night came. Something changed then. It was like a new variable had been added to the equation. More mutants births occur (1 out of every 10,000 as opposed to 1 out of every 1,000,000), experiments seem to meet with greater success. Even the Nightlords have found the mallebility of the human gene to be an interesting tool. Now a days mutants vary in apperance and power. It seems that, the further from human they appear, the greater their potential power is. The relation is obvious, the greater the deviance from one part of the genome, the greater the tendency for other parts to deviate as well. Mutants and Nightspawn seem to have fallen into the same niche together, avoiding human society, sticking to their own social groups, with the freaks avoiding the more normal looking ones, sometimes mutants are mistaken for Nightspawn and vice versa. It seems however that the Ba'al are very intent on capturing every mutant they find as intact as possible. Horror stories have been told of the Ba'al breaking the Mutants to serve them as warriors, even commanders, some what like they break Astral Psychics to make the Torturians, only much less extreme. It is also believed that the Ba'al wish to use the Mutant strain as a template for how they can change the humans to suit their purposes after the Earth is completely taken over. The endless possibilities are staggering and frightening. Note: In order to make a Mutant character, you WILL require a copy of Heroes Unlimited 2nd Edition. Creating a mutant character is done in several steps. Note that the character will acquire "Freak Points" as they go through these steps and they should be noted down. The use of these points will be explained further on.

Step 1: Usual
Be sure to roll up all eight attributes and determine hit points BEFORE you continue. Alignment and opitional 'rounding-out' data is best left up to the player after all other steps have been completed.

Step 2: Origin of Mutation


Select one or roll

Page |2

01-50 Genetic Mutation 51-00 Experimentation

Genetic Mutation
The character was born with something different in them. It may have manifested at birth, or may have manifested later in their life, most likely during adolescense. Continue to Step 4.

Experimentation
The mutation was a deliberate result of some form of experiment with the human gene. Add 1 Freak Point. Continue to Step 3.

Step 3: Origin of Experimentation & Sponsoring Organization


There had to be some odd nature to the experimentation and someone had to be responsible for it. It should be generally assumed that the mutant is a run away and hunted by the organization for the purposes of further experimentation.

Step 3A: Nature of the Experiment


01-25 Chemical 26-50 Radiation or other energy 51-75 Chemical and radiation combined 76-00 Exposure to an unknown quantity; the exact cause may never be determined.

Step 3B: Sponsoring Organization


01-24 Private Industry (May be a Faction) 25-50 Medical Research Facility (May or may not be tied to the Nightlords) 51-75 Resistance Forces, PAB/ADA/Pandora Project/Spook Squad 76-00 The Nightlords

Step 4: Mutant Traits


The character selects or rolls on the table for 1d4 traits. May not have the same trait twice. 01-10 No Unusual Trait - No Freak Points 11-20 No Facial Features - +1 Freak Point:(includes facial hair) Except a slit for a mouth, two tiny holes for nostrils, a slight ridge just above what are eye sockets, small narrow eyes, and button sized earths, the face is featureless. Despite this phsyical deformity, the character can breathe, hear, speak, and see as normal. Reduce physical beauty by half. 21-30 Strange Ears - +1 Freak Point

Page |3

01-20 Pointy 21-40 Larger than normal by 2-3 times 41-60 Tinier than normal, the size of a quarter or dime. 61-80 Alien apperance. 81-00 No ears at all! Just two small openings. 31-40 Odd Skin Color - +2 Freak Points. 01-10 Yellow 11-20 Green 21-30 Red 31-40 Grey 41-50 Light Blue 51-60 Stark White 61-70 Dark Blue 71-80 Black (as in coal black) 81-85 Purple 86-90 Orange 91-95 Two odd colors 96-00 Metallic looking 41-50 Odd Hair Color - +1 Freak Point 01-10 Green 11-20 Streaked with white or other color 21-30 Light Blue 31-40 Bright, flame red 41-50 Stark White 51-60 Bright Yellow 61-70 Metallicy silver, red or gold 71-80 Dark Blue 81-90 Purple 91-00 Orange 51-60 Odd Face 01-20 Skeletal Face - +2 Freak Points: Sunken eyes, and cheeks, line lips, receding hair line, maximum P.B. is 10, adjust properly. 21-40 Angelic - No Freak Points: Beautiful face, +1d6+4 to P.B. 41-60 Animal - +2 Freak Points: Long muzzle, canine teather and can resemble the ape, lizard/snake, canine, feline, horse, or other anime of the players choice. 61-80 Insect or Aquatic - +2 Freak Points: Lrage, round, dark eyes, lrage mouth with no upper lip (and not much of a lower one), small or flat nose, and little or no hair on the head or face; -2 point from P.B. 81-90 Artificial - +1 Freak Point: Face looks like a mask; -2 points from P.B. 91-00 Demonic Face - +2 Freak Points: Ha ssmall pointed teeth, forked tongue, two mouths or a

Page |4

third eye, plus other odd features (pronounced forehead, odd lumps or tiny spines above eyebrows or along the jaw, etc.); -1d4 points from P.B. 61-70 Unusual Eyes - +1 Freak point 01-17 Very small (atleast half as big as usual) 18-34 Round 35-55 Very large (atleast twice as much as usual) 56-75 Odd color (red, yellow, white, etc.) 76-89 Very elliptical 90-00 Glowing eyes 71-80 Extreme Ammount of Body Hair 01-20 Very busy, full head of hair. No Freak Points 21-40 Very hairy all over the body; head, arms, legs, chest, and back. Clearly human hair. About three times the normal ammount. No freak points. 41-60 Human hair all over the body, so thick that is resembles fur. About six times the normal ammount. +1 Freak Point. 61-80 Fur; short, half inch lenght, covers most of the body except face, feet, and hands. +1 Freak Point. 81-00 Fur; 1d4 inches long, covers most of the body accept face, bottom of feet and palms of hands. +2 Freak Points. 81-85 Scaly Skin - +2 Freak Points: Tough, smooth, reptilian skin with small scales. Adds 30 S.D.C. 85-95 Small Horns - +1 Freak Point: 1d4 inches long, protruding from forehead. 95-00 Odd Hands 01-25 Bird-like Talons - +2 Freak Points: Talons for hands, claw strikes do 3d6 damage. 26-50 Extra-large Hands - +1 Freak Points: Twice the size of normal and very strong, add 1d4 to P.S. and +6 damage from punches. -30% escape artist skill and -10 to palming and pick pockets. 51-75 Delicate - +1 Freak Points: Sensitive hands with long, slender fingers. +5% to escape artist, palming, pick pockets and similiar skills that require manual dexterity and a delicate touch. 76-00 Freakish - +2 Freak Points: About 50% larger than a humans with an animal or mostrous appearance and large retractable claws, does 3d6 damage + P.S. bonus if any.

Step 5: Mutant Powers


First, total up your Freak Points. Then, refer to the tables below. The more freakish you are, the greater the powers you might have. Table 5A: 0-1 Freak Points

Page |5

01-25 Three Minor Super Abilities 26-50 One Minor Super Ability and 1d4+2 minor psionic powers 51-65 One Minor Super Ability and 2 Major Psionic Powers 66-75 One Major Super Ability 75-90 Two Minor Super Abilities and 1d3 minor psionic powers 91-00 One Minor Super Ability and One Major Super Ability Table 5B: 2-4 Freak Points 01-25 One Minor Super Ability and One Major Super Ability 25-50 Four Minor Super Abilities 51-65 Three Minor Super Abilities and 1d3 minor psionic powers 66-75 One Major Super Ability and 1d4+2 minor psionic powers 75-90 Two Minor Super Abilites and 2 Major Psionic Powers 91-00 One Major Super Ability and Two Minor Super Abilities Table 5C: 5-7 Freak Points 01-25 One Major Super Ability and Two Minor Super Abilities 25-50 Two Minor Super Abilities and 3 Major Psionic powers 51-65 Two Minor Super Abilities and 1d6+2 Minor Psionic Powers 66-75 Two Major Super Abilities 75-90 Three Minor Super Abilities and 2 Major Psionic Powers 91-00 Five Minor Super Abilities Table 5D: 8-9 Freak Points 01-25 Two Major Super Abilities 25-50 Five Minor Super Abilities 51-65 Three Minor Super Abilites and One Major Super Ability 66-75 Three Minor Super Abilities and 1d6+2 Minor Psionic Powers. 75-00 One Major Super Ability and 3 Major Psionic Powers Note: The following Major Super Abilities are only available to those with 6-9 Freak Points Any APS Power Any CEF Power Gravity Manipulation Magnetism Sonic Power Sonic Absorbtion & Reflection Super Energy Expulsion Weight Manipulation

Step 6: Supernatural or Not?

Page |6

Some Super Abilities will cause the mutant to register as supernatural for the purposes of Hound and Hunter senses, etc., while others will not. The following abilities cause the mutant to register as Supernatural. Also note that offensive powers (like CEF, EEP or Power Channeling) or attacks that are made as results of these powers (like certain APS's, Superhuman Strength) count as supernatural and thusly have the normal affect on other supernatural creatures (like Hounds & Hunters, ignoring their natural A.R.) Minor Super Abilities Any Energy Explusion Power or Bend Light Horror Factor Manipulate Kinetic Energy Nightstalking Power Channeling Superhuman Strength Major Super Abilities Any APS Power Bio-Armor Bio-Ghost Any CEF Power Darkness Control Divine Aura Force Aura Gravity Manipulation Intagibility Karmic Power Magnetism Slow Motion Control Sonic Power Sonic Absorbtion & Reflection Sonic Flight Super-Energy Expulsion Supernatural Strength Transferal/Possession Vibration Weight Manipulation

Step 7: Skills
Considering the social similarties that Nightspawn and Mutants share, Mutants may select the same skill packages as Nightspawn (i.e. Basic, Resistance/Spook Squad, Nocturne/Seeker/Lightbring, or Warlord).

Step 8: Details

Page |7

Starting S.D.C.: All mutants get a starting base S.D.C. of 35. The S.D.C. can be increased through phsyical skills, some traints and some super abilities. I.S.P.: Mutants with Psychic ability count as minor psychics (12 or higher to save vs. psionics), and start with 1d6x10 I.S.P. plus M.E. They gain 1d6+1 I.S.P. per level of experience. Alliances & Allies: Depending on their affiliation, Mutants may be working with humans, Nightspawn, Guardians, Vampires, Wampyrs, and other beings. However, most of the characters allies, friends, and partners will probably be other Mutants. Weapons, Equipment, and Money: Identical to Nightspawn. Experience Table: Mutants with 0-4 Freak Points use the Psychic & Sorcerer Experience Table found in the Nightspawn Core Book. Those with 5-9 use the Nightspawn & Guardian Table.

Das könnte Ihnen auch gefallen