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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

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

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 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

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 should not be allowed in Nightspawn period.
APS: Plasma
Growth
Immortality
Invulnerability
Lycanthropy (if the characters wants to be a Werewolf, etc. they should use the R.C.C. found in the Rifters)
Mimic (unless your GM is willing to come up with ways to apply it with Nightspawn Talents)
Multiple Beings/Selves
Multiple Lives
Negative Matter

Note: The following Major Super Abilities are only available to those with 0-2 Freak Points.
Alter Facial Features & Physical Stature
Shapechange
Control Others

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?

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

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.