1 | LIMBS & BODY PARTS |
2 | RESISTANCES |
3-4 | EYESIGHT |
5-6 | HEARING |
7 | SPEECH |
8 | OFFENSIVE |
9 | DEFENSIVE |
0 | MISCELLANEOUS |
Limbs & Body Parts
Extra body parts: The character has a single supplementary
limb. In the case of limbs, there is a 35% chance of it being a
pair.
There is a 65% chance that the extra body part is useless,
nonfunctioning,
or otherwise inactive. There is a 20% that the limb is
functional,
but is deformed in such a way that it functions at only half its
maximum
potential. The remaining 15% work correctly, with no penalty.
game effect: extra limbs cause a -1 to -3 in ATTR loss HL:
(2d6+4)/2
(this lasts until removed)
Missing a limb: Character is born missing a limb.
roll 2d10 for a percentil of how much is missing. For every 10%
missing,
there is a 10% chance that a cyberware or organic replacement cannot be
mounted (nerve damage or no brain recognition)
game effect: no use, or penalized use of limb, -1 to -2 attr.
HL: (2d6 +4) /3
Strong Legs: The character possesses abnormally strong
legs.
The character gains +1 to MA, and 50% more jumping distance. In
terms
of attack damage, treat the character's new MA as the BODY score for
attacks.
(ie. The character's body is 5 and has an MA of 7. After
this mutation his BODY remains a 5, and his MA becomes 8 ( RUN : 24
LEAP:
9 - ((6/2) + 6)), when the character attacks with kicks, he will
recieve
a +1 to his damage instead of the + 0.)
Fused fingers or toes - The character has fused fingers and/or
toes. This causes -3 penalties to all actions performed with the
hands or feet with fused appendages. HL = 3d6
Resistances:
Resistance to radiation: Character is naturally resistant
to low radiation, even for extended periods of time (RSP:
3)
HL = .5
Resistance to chemicals: Character is naturally resistant
to drugs & chemicals. Lethal doses have little or no effect
(but
cyanide will still kill you if enough is consumed) game
effect:
+2 to rolls against chemicals HL = .5
Resistance to temperatures: The character has enhanced
resistance to temperatures. This does NOT protect the character
from
the effects of wind chill, or effects from water logged clothing in the
dead of winter. The character gains a +2 to rolls against
temperature
related effects. HL = 1
Eyesight:
eagle eyes: can see farther, vision about
20/10.
HL = .5
near sighted: you are near sighted...nuff
said
HL = .5
farsighted: you are far sighted...nuff said.
HL = .5
Blind - The character is blind. He is immune to
all light based attacks (flash bombs, flash bulbs, etc.). There
is
a 35% chance that this cannot be rectified with cyberoptics or vat
grown
eyes (due to nerve problems). HL = 4
larger range: The character can see further into
the infrared or ultraviolet spectrum (passive IR or UV) HL = 1
expanded field: The character has better
peripheral
vision. (+2 to awareness rolls) HL = .5
mismatched irises: 50% chance of -1
ATTR
HL = .5
Hearing:
Expanded range: can hear higher tones than
normal
HL = .5
Deaf/Impared: -2 audio awareness or -4
(deaf)
If deaf the character is immune to Sonic attacks. Impared
characters
recieve a +2 to save rolls. HL = 1 or HL = 2 (deaf)
Enhanced Range: can hear things over a farther
distance HL = 1
Pointed Ears: HL = 0
Small ears: HL = 0
Large Ears: HL = 0
SPEECH
Higher pitch - This mutation allows the affected person to emit a tone
of such a high pitch as to cause those around the source to be put into
extreme pain or even shatter glass. However, this puts an extreme
amount of strain on the vocal cords to do so. Therefore the
character
can only use this talent BOD/2 times a day. For every attack made
after that amount, there is a 10% chance the character will lose their
voice for 2d10+1 hours. If this strain is done often enough, the
character can become mute. This attack causes 1d6+1 points of
damage.
The target's BTM has no effect on this, but it is nullified by Level
Dampeners,
Sound Editors, and even make shift earplugs. HL = 2d6-1
Mute - The person is mute. nuff said. ( curable with
surgury
or cyberware 65% of the time) HL = 2
Imitator - Imitators possess voices which closely resemble other
people's
voices.
Offensive Mutations
Natural Claws - The Character has thicker, harder finger and
toenails than usual. When used in a slashing attack, they do
1d6+BDM
damage. HL = 1d6+3
Natural fangs - The character has abnormally large canines,
which are so well set in the skull and mandibles that they effectively
do 1d6/3 +BDM. However, these reduce the character's ATT score by
1d6/2. HL = 2d6+2
Heavy Handed - The mutant possesses abnormally large hands (65%
chance that the arms are also reinforced to handle the hands, putting
the
arms & hands out of proportion to the rest of the body.) With
the larger hands, the character does 1d6+2+BDM damage when punching,
and
gains +2 points to any other melee attack made with those hands.
HL = 2d6
Defensive Mutations
Thicker skin - The mutant's skin is noticeably thicker than
most. The skin effectively prevents cuts and abrasions (SP:
4).
This mutation causes an ATTR loss of 1d6/2+1. HL = 1d6+1
Carapace - The character's body is mutated in such a way, that
a carapace has formed. The carapace can be either SP: 6 (35%
chance),
SP: 8 (50% chance), or SP: 10 (15% chance). All of these
mutations
have an attractiveness loss of -4. HL = 4d6
Miscellaneous Mutations
Enhanced Regeneration - The character heals 1d6/2 additional
points of damage per time unit. (the die roll is done when first
generating this mutation and remains constant through out the
game.)
HL = 1d6/2
Enhanced Tactile - The character's nerves are more sensitive
than average. The character recieves a +2 to all touching or
feeling
awareness rolls. The character, however, also is put into more
pain
when injured. Treat all wounds as 1 level worse. (ie.
The character has suffered a wound which puts him in SERIOUS, treat the
stat modifications as though he were at CRITICAL.) HL = 1
Deadened Nerves - The character's tactile sensory nerves are
effectively numb. The character must struggle constantly to feel
anything (2% chance that he will pick up a sensory message).
Because
the character's tactile ability is so deadened, he is effectively
impotent
(or in any other way sexually nonresponsive). The character gains
all the effects of a pain editor. However, the character is also
more prone to going insane, and therefore has a maximum EMP score of
5.
HL = 4d6+1
Gills - The character's mode of breathing did not fully mature
while gestating. The character has been born with natural Gills
(functioning
just like the cybernetic implant). There is a 10% that the
character
ONLY has gills and no lungs. If so, the character suffocates for
every round after 10 minutes without water submersion (use standard
suffocation
rules). NOTE: The gills do not filter out poisons in the
water.
HL = 2d6 + 3
Psychic powers: Character was born with highly developed
psychic abilites.
game effect: character is allowed to use the psychic powers
described
in psychic abilities . All chosen or
rolled
abilites start at a level of 1. HL = 1d6+1
Sonar: The Character has a Melon-like organ in its
forehead
(organ on Dolphins that projects sonic vibrations for a sonar like
effect).
This works just like the cyber enhancement. HL = 1d6