New Mutant Traits Tables
Created by Brett Hegr
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Yeah, this is more stuff for Heroes Unlimitedtm.
What can I say? It's a great genre. You'll probably note that these tables
were inspired by those found in Nightbanetm.
C.J. Carella had such a good idea with those tables that I've expanded the
idea to the realm of mutants. Of course, you could easily use these for
designing wild mutant animals and the appearances of alien/D-Bee creatures
from the rifts for your basic Rifts®
campaign. Whatever you use them for, they are geared toward replacing the
outdated mutant traits table found on page 109 of Heroes Unlimitedtm.
If you can think of anything I may have missed, be sure to e-mail me with
a new table or an addition to an existing one.
Things to Remember
- In the past, superhumans didn't have a Horror Factor. I've changed that.
In this document some of the traits add to the Horror Factor, so superhumans
have a base Horror Factor of 4. If the Horror Factor minor ability is
posessed (page 18 of Villains Unlimitedtm),
use the 10 as the base. The maximum Horror Factor is 18. You'll find
descriptions of the Horror Factor in Rifts®
RPG, Beyond the Supernaturaltm, and the
Nightbanetm RPG.
- The perception rules, like Horror Factor, are completely optional. You
can find a description of them on page 66 of the Nightbanetm
RPG and also on this page by clicking here.
I find they fill a void in the Palladium system.
- When damage is stated to be "in addition to the damage of a normal
punch," I refer only to supernatural strength! Such things do the listed
damage if the mutant has normal strength (meaning a 1d4 damage punch). Of
course, damage bonuses probably apply. The damage in addition to punch
damage reflects the supernatural strength behind the natural weapons.
Mutation Table
01-30 No Mutant Traits: Completely human in appearance and physiology,
save for the superhuman abilites present.
31-45 Cosmetic Mutation: Roll once on the Cosmetic Mutation Table
46-60 Random Mutation: Roll once on the Random Mutation Table
61-75 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.
76-85 Broad Mutation: Roll once on the Cosmetic Mutation Table
and twice on the Random Mutation Table.
86-95 Broad Mutation: Choose one mutant trait from any of the
tables and roll for two more on the Random Mutation Table.
96-00 Extreme Mutation: Roll for 1d4+3 mutant traits from the
Random Mutation Table.
01-10 Roll on the Cosmetic Mutation Table
11-20 Roll on the Strange Hair Growth Table
21-30 Roll on the Skin/Hair Coloration Pattern Table
31-40 Roll on Animal Traits Table One
41-50 Roll on Animal Traits Table Two
51-60 Roll on the Neural Mutation Table
61-70 Roll on the Combat Mutation Table
71-80 Roll on the Defensive Mutation Table
81-90 Roll on Physical Mutation Table One
91-00 Roll on Physical Mutation Table Two
00-05 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
01-08 Odd Skin Color: Roll 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 Strange Hair Growth: Roll on the Strange Hair Growth Table.
41-48 Small Ears: Subtract one from the P.B.
49-56 Large Ears: Subtract 1d4 from P.B., add +1 to initiative.
57-64 Pointed Ears
65-72 Fingernails and Toenails Grow at triple the normal rate. A
scratch from the long nails gives a +2 damage bonus to punch damage.
73-80 No Nose: -2 to P.B. and +1 to Horror Factor.
81-90 Strange Face: The face has a non-human appearance be it
cat-like, alien, or some other weird combination of bone structure and
musculature. Subtract 1d4+1 from the P.B., and add that same amount to the
Horror Factor. The player can design the character's face.
91-00 Prominent Veins and Arteries or Skeletal Structure give 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.
01-08 Very Small Eyes: At least twice as small as normal.
09-16 Very Large Eyes: At least twice as large as normal, or the
eyes may bulge out unnaturally.
17-24 Very Elliptical Eyes
25-32 Very Round Eyes
33-40 Glowing Eyes: Roll 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.
41-52 Odd Color: The iris of the eye has a unique color, like pale
blue, blood red, pink, or some other strange color. Roll
or choose.
53-64 Solid Eye Color: No pupil, iris, or other parts of the eye
can be discerned - the eye is one color (roll or choose).
65-70 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 nightvision for 50ft (choose one of the two).
71-76 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).
77-82 Feline Eyes: The eyes are extremely cat-like in appearance.
The character has nightvision for 50ft. Add either +1 to the P.B. or Horror
Factor (choose).
83-88 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 color of the player's choice.
89-94 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.
95-00 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.
01-15 Very bushy, full head of hair.
16-30 Very hairy all over the body, head, arms, legs, chest
and back. Clearly human hair. About three times the normal amount.
31-45 Human hair all over the body, so thick that it resembles
fur. About six times the normal amount.
46-60 Short, half inch long fur covers most of the body except
the face, feet, and hands.
61-75 Fur, 1d4 inches long, covers most of the body except the
face, feet, and hands.
76-90 The hair on the head (not beards and eyebrows) grows at
ten times the normal rate, roughly one foot of growth per month.
91-00 No body hair at all.
01-14 One Solid Hue: The skin/hair is one solid color with little
variation. Roll 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,
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
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 and 1d4 colors for the strangely
colored patches.
57-70 Rainbow: Roll for 1d6+2 different colors.
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, 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.
01-10 Lightweight Bones: Like a bird, the bones are made of a strong
internal network of fibers. Reduce weight and S.D.C.tm
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 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 give 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. Rougly 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 Unlimitedtm.
-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 abililty
(page 166 of Heroes Unlimitedtm. -2 to P.B.
attribute.
91-00 Dexterous Hands: The hands could look rather racoon- 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.
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 unconcious for 1d4+4 minutes (or as
long as he is subjected to it). Those who smell it in all its 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 Bioluminescence: 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.tm of
20, lasts for 1d4 minutes, and requires a P.S. of 15 to pull free. Each
additional spray adds +5 S.D.C.tm, +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.tm
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 Unlimitedtm 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 eats twice as much.
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.
31-60 Insanity: Choose or roll for 1d4 random insanities. Multiple
personalities count as one insanity each.
61-70 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 concious 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.
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
butt.
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 butt 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 pirhana'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.tm
+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).
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 armorings. 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.tm, +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.tm
+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.tm
+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.tm
+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.tm
+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.tm
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.tm 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.tm
and the character can damage stone and metal structures.
01-10 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.)
11-20 Double Jointed: Described fully on page 109 of Heroes Unlimitedtm.
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.
21-30 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.tm Add +1 to Horror Factor.
31-40 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.
41-50 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.tm, +1d4 to
P.E., and +1d4 to P.S. (minimum of 18 for both). Add +2 to Horror Factor.
51-60 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.tm,
+2 to Spd., and +1 to dodge.
61-70 Tougy, Lumpy Skin: Add +30 S.D.C.tm
Subtract -1 from P.B.
71-80 Waxy, Plastic-like Skin: Add +25 S.D.C.tm
and +1 to roll with punch/fall. Subtract -1 from P.B.
81-90 Scaly Skin: Add +30 S.D.C.tm
Subtract -1 from P.B.
91-00 Shrivled, Dried Skin: Add +20 S.D.C.tm,
+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.
01-10 Long Fingers 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 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 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 under 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 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.tm 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 Unlimitedtm
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 Unlimitedtm. This can
be rolled twice, for four extra limbs. This does not count as a minor
power for the character.