Earth is a corpse. Once lush and green, mankind has wrought fiery death across it’s surface, casting his once proud civilization into ruin. Details of the Time of Reckoning have been long forgotten; replaced now with more immediate concerns of survival in a desolate wasteland with gory, painful death around every corner. Bands of roving mutant cyborgs patrol for easy marks to fill their bellies and gas tanks. Radiation storms and acid rain force savage tribes to squabble with knife and gun over burned out hulks. Creatures that were harmless before the Time of Reckoning have become gigantic mutated monsters with laser eyes and acid breath. Deathbots from the Old Wars adhere to their programming of relentless organic extermination.
In the Wasteland death is a way of life!
0. GAME SYSTEM
Spaceship Zero rules (a percentile based system) with concepts & themes borrowed from Gamma World. An understanding of the Spaceship Zero rules is necessary to grock the rules concepts described below, so go buy a copy if you haven’t already. You can order it through your local game shop, it’s published by Green Ronin, makers of Mutants & Masterminds. Plus it won an ENnie award.
- Choose your character type (normal human, cyborg, mutated human, or mutated animal)
- Roll your 4 attributes (Brawn, Brains, Balance, Bravado) according to your character type
- Roll or choose age, gender, race (where applicable)
- Calculate your starting Skill Points
- Spend 300 points on skills, cybernetic powers (if you’re a cyborg), natural animal abilities (if you’re a mutated animal), and random mutations. (Maximum 75 for any skill including mutations and natural powers)
- Name your character and beg your GM to give you some equipment, maybe even a weapon and/or armor.
I. CHARACTER TYPES
Players can choose three types of characters.
PURESTRAIN HUMANS represent the baseline of the four attributes (Brawn, Brains, Balance, Bravado) and have the highest amount of skills (such as Disguise, First Aid, etc). Only humans can have CYBERNETIC PARTS (see below).
MUTATED HUMANS generally have a higher Brawn and Bravado than purestrain humans, but have a lower average Balance and Brains. Mutated humans trade in their skill points for MUTATIONS (see below)
MUTATED ANIMALS can be any non-human animal that travels with the group. They are not necessarily as smart as humans, nor do they necessarily travel as quickly. These are choices the player must make when they create the character. It is possible for a player to create, for example, a mutated sloth that is no smarter, faster or stronger than a normal sloth, which may be seen as other players as more a liability to the group than an asset. As such the player should apply some strategy during character creation if they want to maximize character usefulness. The flip side is of course that ‘hopeless’ characters can be fun to play, and useful for other characters as a meat shield until its inevitable gruesome demise.
- Purestrain human (cybernetic limbs optional)
- Mutated human
- Mutated animal
Unlike the standard rules of Spaceship Zero, rather than assign a pool of points into the four attributes, in Mutilator attributes are randomly rolled using various nerdy dice, as below. Players of mutated animal characters choose what animal they wish and roll on the size table of their choice (there’s no hard delineations between size categories – use common sense e.g: small for chihuahua, armadillo or reef squid; medium for any man-sized animals like komodo dragon, domestic hog, or saint bernard; and large for rhino, giant squid or ostrich). That’s right, because they are mutant animals they don’t have to pick an appropriate size for the animal chosen. If you want to play a giraffe the size of a mouse or a spider the size of an elephant, do it!
BRAWN 3d6+2 (5-20)
BRAWN 4d6-2 (2-22)
BRAINS 2d10 (2-20)
BALANCE 2d10 (2-20)
BRAVADO 3d6+2 (5-20)
Mutated Animal, small
Mutated Animal, medium
Mutated Animal, large
III. AGE Roll 1d20 and add 11;
GENDER (OPTIONAL – Choose if you don’t feel comfortable with rolling)
01-04 None (asexual)
05-08 Both (hermaphrodite)
09- 58 Female
IV. ARCHETYPE SKILLS & POWERS (CYBERNETICS & MUTATIONS)
FIRST, double each Attribute score (Brawn, Brains, etc). These numbers are the amount of starting scores in your skills. So if you have a Brawn of 10, all your Brawn-linked skills (Endure, Heave, etc) start at 20. If you have a Brains of 16, all your Brains-linked skills (First Aid, Hide, etc) start at 32.
THEN, distribute your Character Points: All character types (humans, mutants, animals) get 300 Character Points. These points are SPENT ON SKILLS, MUTATIONS, CYBERNETIC POWERS and ANIMAL ABILITIES. NOTE that although skills are out of 100, SKILL SCORES CANNOT EXCEED 75.
FOR PURESTRAIN HUMAN CHARACTERS, the player can distribute a maximum of 200 of his 300 skill points in up to 6 cybernetic powers, such as a range attack, increased strength (Brawn), armour, etc. Use the Deadly Effectiveness, Range, and Armour Effectiveness tables below.
For example, the player Geiselbert decides he wants his cyborg to have laser eyes and a cybernetic hand that has medical tools, a computer interface tool and a flail. With his 200 points he puts 75 skill points into Weapon: Laser eye (consulting the Deadly Effectiveness Table a score of 75 gives his laser a damage bonus of +40); he adds 50 skill points to his First Aid skill; he adds 50 skill points to his Technical skills; and with the remaining 25 points adds 25 points to his Weapon: Melee skill (when using the flail) with a damage bonus of +20.
All skill points not spent on cybernetic powers are then distributed to skills.
FOR MUTATED ANIMALS
Assume that your animal has a human morphology (anatomy) with superficial animal characteristics, just like a teenage mutant ninja turtle (heroes in a half-shell). The player can spend up to 200 skill points on “natural” assets. This means you are essentially converting a human form into a normal animal form.
For example, Deanna the player is making a mutant pangolin. In Step II above she decided to make the animal “medium-sized” or about the length and mass of a man. She also keeps the default Move Rate score of a human as well. But she wants her pangolin to have scales, claws, and a long sticky tongue just like a pangolin, so she distributes 200 points in to these powers the same way a human character can do with cyborg powers as described above*.
Any skill points not put into these natural assets can be spent on skills, but they can also be spent on “unnatural” assets and defects, by rolling RANDOMLY on the Mutations Table below, giving some unexpected powers (or defects) to an already weirdly mutated animal.
Bonus skill points to spend on natural assets can be gained by choosing some “natural defects” (aka disadvantages). The maximum bonus skill points you can gain from trading in on natural defects is 100 points.
For example, a normal pangolin does not have opposable thumbs and could not open a door or use a gun. Deanna could talk with the GM about how many skill points a defect like that would be worth (probably around 75 or so), and if she’s willing to accept the fact that her mutant pangolin will never be able to use skills like Technical Build & Repair, First Aid, Lockpicking, Pilot, or normal Weapon skill, she could take that 75 skill point bonus and add it to her pool. She could go a similar route by reducing her Move Rate, Brains and Brawn to that of a regular run-of-the-mill pangolin, sacrificing the advantages of these humanoid attributes and making her mutated animal more closely related to a normal natural cousins. In doing so she can consult the table below on Converting Attribute Points to Skill Points and gain more bonus skill points to spend normally.
(As mentioned above, having an unusually sized animal does not require any change in Skill Points. You choose the size of your animal before you roll attributes, even if it’s a diminutive elephant or a Rodent Of Unusual Size.)
MUTATED HUMANS have 300 Skill Points just like the other character types, but they can spend all of their points on mutations and none of them on skills, if they so choose (although it is wise to at least put a few important skills like Endure, Survival, Backbone and a Weapon skill up to score of 50 or so). Mutated humans do not choose any powers like mutant animals do – all mutations are rolled randomly. They can however, add bonus points to their Skill Point pool when they roll Defects (Mutations noted with a (D) beside the name), but no more than 150 Skill Points can be added this way. Additionally, mutated humans can have no more than 10 mutations, and that includes defects. Since all mutations are random, it’s possible to roll up a mutant with 10 defects and no assets, but in such a case you’d have a mutant with 450 Skill Points to put into kick-ass skills like Weapon: Pistol/Rifle, Backbone, Hide, etc, and that’s not a bad consolation, is it?
Example: Player character Mike rolls as follows:
SENSITIVE TO RADIATION (D) and rolls an Efficacy Level of 63. This is a DEFECT so it gives him an extra 63 Skill Points rather than drawing from his starting 300 skill point pool. Total skill points is 363.
SILK PRODUCTION – EL 87. Total Skill points now 276
HEIGHTENED METABOLISM (D) – EL 60. Again this is a defect so it adds 60 points to his Skill Point pool. Total skill points now 336.
REDUNDANT ORGAN: TRACHEA – EL 82. Total skill points 254.
SENSITIVE TO RADIATION (D) is rolled again! EL is 34. This EL 34 would be added to the EL 63 of the mutation rolled originally for a total of 97, except that you cannot add more than 150 skill points to your pool from defects, and the total of the EL from the defects so far (including Heightened Metabolism) adds up to 157 points. So the EL of his Radiation Sensitivity mutation is reduced back down to 90 total and the extra 7 points are ignored. Total skill points is 281.
BLINDNESS (D) – EL 22. Sad that Mike got another defect but can’t gain any Skill Points for it. But at least the EL doesn’t come out of his Skill Point pool. Total SP is still 281.
HORNS – EL 71. Total SP is now 210.
MALFORMED MOUTH (D) – EL 100. Poor Mike. Total SP still 210. Mike could stop rolling mutations at any time, but he’s holding out for something awesome. His next roll is:
GLIDING MEMBRANES – EL 30. Total SP is 180.
EXTRA LIMB (ARM) – EL 75. Total SP is 105
TUMORS (D) – EL 04. Since any defect with an EL less than 10 can be ignored, Mike rolls again.
CLAWS (PINCERS) – EL 48. Total SP is 57.
Mike now has ten mutations, so he can’t roll on the mutation chart any more. The remaining 57 Skill Points must be spent on actual skills. Mike’s sad character has the following mutations: 1. Radiation Sensitivity, 2. Can produce silk out of glands in his mouth, similar to Spider-Man only more gross, 3. Heightened metabolism makes him much hungrier than normal, 4. A redundant trachea, handy if he ever gets shot in the neck, 5. minor vision loss, 6. Some wicked twisty horns on the top of his head, 7, A completely misshapen mouth that makes talking and eating a serious problem, 8. Membranes between his arms and legs that can allow clumsy gliding ability, 9. An extra arm on his left side that’s almost as dexterous as his normal arms, 10. Pincers on his right arm that makes fine work with that hand challenging but delivers a nasty wound in close combat.
V. MUTATIONS (roll d100)
For each mutation roll 1d100 to get an “Efficacy Level” (EL) score for that asset or defect. Any score of less than 10 can be increased to 10 (in the case of asset) or ignored (in the case of defect). Consult The Deadly Effectiveness Table to convert the EL score into a meaningful bonus or penalty to the appropriate skill(s), remembering that skill scores cannot be increased above 75 unless the GM gives the okay.
If you roll a mutation twice, simply roll a second EL for the mutation and add them together. Exceptions are noted.
PLEASE NOTE: When a mutation gives you a bonus or penalty to a skill check, it means the penalty is applied to your score when you roll the dice –don’t change your skill score without spending skill points! You big fat cheater! Your skill scores may change while your modifiers may not.
01. Cracking joints (D) penalty to Sneak skill checks equal to your EL.
02. Hearing impaired/No ears (D) penalty to Listen skill checks
03. Thin skin/hemophilia. (D) You’re a bleeder, and heal more slowly than normal. Not compatible with regeneration (so ignore this and roll some other mutation).
El 10-22 – Damage heals at 9/10 (90%) normal rate.
EL 23-45 – Damage heals at three quarters (75%) normal rate.
EL 46-70 – Damage heals at half(50%) normal rate.
EL 71-85 – Damage heals at one third (33%) normal rate.
EL 86-00 – Damage heals at one quarter (25%) normal rate.
04. Hyper-growth: Extreme hair/fur. (D) Penalty to Endure in hot climate. Possible penalty to any skill where excessive hair would get in the way. ALTERNATE: No hair (Penalty in cold climate). Possible penalty to Speech skill checks because your moustache is caught in your teeth.
05. Blindness (partial/full) (no eyes, degenerate eyesight) (D) Penalty to See skill checks and other relevant skill checks at gamemaster discretion.
06. Hyper-growth: Nails (D) (your keratin grows at an accelerated rate, adversely affecting fine manipulation. If you roll this twice, you may choose the alternate on the second roll).
07. Heightened metabolism (always hungry) (D)
08. Weak (D) Penalty to Brawn-based skills. – consult Deadly Effectiveness Table and change all plus signs to minus signs.
09. Malformed Mouth (speech impediment) (D) penalty to Barter skill checks and Speech/Bluff skill checks.
10. Obese (D) penalty to Move Rate (EL/10), Dodge Bonus (EL/10), Climb checks, Jump checks, sometimes Endure checks – consult Deadly Effectiveness Table and change all plus signs to minus signs.
11. Tumors/Growths (D) (roll on hit location chart each time you roll this mutation) Penalty to Barter skill checks, Speech/Bluff skill checks, and possibly other skill checks at gamemasters discretion. May preclude the wearing of certain articles of clothing and armour.
14 Shakes/spasms/seizures (D). Percentage chance (equal to EL) that you experience uncontrolled shakes in stressful situations (particularly when combat starts or interacting with others). When spasms occur, penalty to all skills equal to the EL.
15. Light sensitive (D) Bright light (daylight etc) is painful to your eyes. Consult Deadly Effectiveness Table for penalty to See skill checks in bright light. Albinoism optional.
17. Defective respiratory system (D) Make Endure check each round after the first round of combat or strenuous activity. Failure results in a penalty to all Brawn- and Balance-based skills equal to one half your EL, until the strenuous activity ends or you receive successful Medical.
19 Chronic pain (D) Penalty to all Bravado Skill checks and Brawn skill checks – consult Deadly Effectiveness Table and change all plus signs to minus signs. Can be reduced for a time with drugs (and/or Medical check)
20. Poikilothermic. Penalty to skills when temperature is less than 30 Celsius. – consult Deadly Effectiveness Table and change all plus signs to minus signs.
21-22. Slow (D) Penalty to Move Rate (equal to EL divided by 10) and Jump skill checks.
23-24. Atrophied brain (D) Penalty to all Brains skills – consult Deadly Effectiveness Table and change all plus signs to minus signs.
25-26. Sensitive to radiation (D) (+EL % damage, chance for mutation)
27-28. Missing limb(s) (D) Roll hit location (reroll torso, head) each time you roll this mutation. This will affect most Balance-linked skills as well as Jump and Swim.
29. Deformed/useless extremity (D) roll hit location and EL each time you roll this mutation. This will affect most Balance-linked skills as well as Jump and Swim.
30-31. Cosmetic deformity (ugly) (D) penalty to Barter skill checks and Speech/Bluff skill checks equal to half EL.
32-33. weird skin (roll 1d10: 1-2 transparent skin; 2-5 unusual colour; 6-10 unusual texture roll on this table each time you roll this mutation)
34. Porous skin (D) Skin dries out very easily. Make Endure check when dry or suffer penalties to physical skills. Additionally, you take extra damage from toxic environments.
35. Stench (D) Penalty to skill checks for Disguise, Animal Handling, Sneak, Barter, Speech/Bluff and Intimidate. – consult Deadly Effectiveness Table and change all plus signs to minus signs.
36. Reduced endurance (D) Penalty to Endure
37. Slime. Your pores exude a slime. The bad news: creatures who are tracking you get a +30 bonus. The good news: you pick the colour of slime! Choose whether you want the slime to be sticky or slippery (if you roll this mutation twice, you may have both kinds). STICKY SLIME: Bonus to Climb skill checks, bonus to grapple attempts, and bonus to certain Balance checks at gamemaster discretion (consult Deadly Effectiveness Table). With an EL of 50 or more you can even stick to the ceiling with a successful Climb check. You can also use your slime to gum up certain equipment (gamemaster discretion as to rules effects).
38-39. Larger/taller/wider/Monsterism see Size Difference chart p68 and Creature Dodge Bonus chart p133 of SSZ rule book.
40-41. Smaller/thinner/shorter see Size Difference chart p68 and Creature Dodge Bonus chart p133 of SSZ rule book.
42. Aquatic adaptation: webbing/flipper(s) bonus to Swim skill checks.
43-44. Resist radiation bonus to Endure skill checks vs radiation equal to your EL. An EL of 91 or higher means you are completely immune to the hazardous effects of radioactivity.
45. Telekinesis. You can move objects WITH THE POWER OF YOUR MIND! Consult the Range table to determine how close things have to be for you to affect them. Your telekinesis has a Heave score equal to your EL, and yes you must make a Heave check using this score every round you are trying to move, lift, or break something. The Acting Tough and Breaking Stuff chart on page 54 of the SSZ rule book would come in handy right about now.
46. Bolstered immune system. You receive a bonus (equal to your EL) to Endure skill checks versus disease.
47 Scent/tracking. Your remarkable olfactory senses can be used to track, not unlike a bloodhound on the trail of a giant mutated fox in estrus. Your chance (percentage) to successfully track your quarry is equal to your ability’s EL. This may be modified by terrain and environment. If the gamemaster rules that you can also use your other senses to track, apply an appropriate bonus. Roll to track once per hour or once per mile, whichever comes up first. You can try to track faster with a penalty (consult Time Step table on page 20 of SSZ rulebook)
48 Improved Hearing/Big Ears. Bonus to Listen skill checks equal to your EL. Also, hats & helmets may provide a special challenge for you.
50. Tentacles. Yeesh.
51. Tremorsense. Like a water strider (gerris remigis for you entomologists) on a calm pond, you can sense vibrations through contact with the ground or other structures. Use this skill in the same way you would use See or Listen. Consult Range Table for range.
52. Photosynthesis. You convert sunlight into energy, supplementing or altogether replacing the need for food. Also you’re green. Is it easy to be that way? No, it’s not easy. Consult the following table: [table forthcoming]
53. Dual brain (like redundant brain but better). Bonus skill points for use in Brains skills equal to your EL, plus your dual brain mitigates any brain damage you suffer.
54. Empath. Bonus to Psychology skill checks.
55. Leech damage. By touching a wounded character, you heal his Body points and suffer that amount of damage to your own Body points.
56-57: Extra limb. Roll hit location each time you roll this mutation. At the Game Master’s discretion, you may be able to take extra actions on a turn. Potential bonus to Build/Repair, Climb, Drive, Pilot and Melee/Fisticuffs (and sometimes Perform). Penalty to Disguise skill checks.
58-59. Tail (or extra tail if you already have one)
EL 10-20: Add 1 to your BALANCE score and your Climb skill (permanently*)
EL 21-30: Add 2 to your BALANCE score and your Climb skill (permanently*)
EL 31-40: Add 3 to your BALANCE score and your Climb skill (permanently*)
EL 41-50: Add 4 to your BALANCE score and your Climb skill (permanently*)
EL 51-60: Add 5 to your BALANCE score and your Climb skill (permanently*)
EL 61-70: Add 6 to your BALANCE score and your Climb skill (permanently*)
EL71-80: Add 6 to your BALANCE score and your Climb skill (permanently*). Use your tail to climb at your normal move rate (rather than half)
EL 81-90: Add 6 to your BALANCE score and your Climb skill (permanently*). Tail is prehensile. You can use it to carry or hold on to things, but not to use tools or weapons. Use your tail to climb at your normal move rate (rather than half)
EL 91-100: Add 6 to your BALANCE score and your Climb skill (permanently*). Tail is prehensile. You can use it to hold on to objects, but not fine manipulation (I mean you can try to use it to type or pick locks, but it won’t work and you’ll look stupid. You CAN use it to fire range weapons but at -20). Use your tail to climb at your normal move rate (rather than half)
* if your tail is removed through wasteland surgery or mutilation, you lose these bonuses.
60. Quills. Roll on hit location table to determine where on your body they grow. If you have a tail, you can just choose that instead of rolling if you prefer.
61. Wings/gliding membranes. For Move Rate, consult the Range Table (100′ maximum).
62. Psychic Attack. You can fuck people up with THE POWER OF YOUR MIND. Consult the Range Chart. When you focus your psychic mind bullet at an enemy, make a Psychic Attack power check. If you fail, make an Endure skill check. If you fail the Endure check you cannot use the power on that person for the rest of the encounter. If you succeed, the victim suffers crippling head pain, and takes a penalty to all his skills equal to your successful power check (round up to nearest ten) for as long as you maintain concentration. On subsequent rounds you may attempt to increase the amount of pain with another power check (for example if your Psychic Attack score is 75 but you only rolled a 10 on your attack and you’d like to try for something between 11 and 75), but remember failure means the attack ends and the victim may be immune to your power for the rest of the encounter.
Additionally, you can choose to UP THE STAKES. If you’re already causing your victim crippling brain pain you can make another Psychic Attack power check in an attempt to cause him so much pain that he passes out like a sissy at the dentist. If you succeed, your victim is unconscious for a number of rounds equal to your EL (remember there are 10 rounds in a minute). However if your power check fails, the psychic feedback causes YOU to go unconscious (for that same amount of time). Can you dig it?
63 drain heat
64 Hyper-efficient muscles. Bonus to Heave, Jump and Swim skill checks. Consult Deadly Effectiveness Table.
65 sonic scream
66 Spectroscopic/X-Ray vision. AKA Spectrovision, allows you to see parts of the electromagnetic spectrum normally invisible to most animals, specifically the high frequency wavelengths including ultraviolet and even x-rays. You may be able to detect harmful radiation by sight. This is not a passive sense, you must concentrate and make a successful power check to correctly interpret what your spectroscopic vision tells you (Your EL is your Spectro-Ray skill score). Failure means that radiation, sun spots, lack of sleep or eye strain is confounding the ability. Additionally the range for this vision is not the same as normal vision, consult the Range Table. You do not see normal colour when you use your spectro-ray vision, so when you see a giant mutant chipmunk behind the corrugated steel barrier, you can’t tell if it’s a gray-footed chipmunk (Tamias canipes) or a Yellow-cheeked Chipmunk (Tamias ochrogenys). Tough luck old bean!
67 spring legs/froglegs. Bonus to Jump skill
68 Ink Sac. You have an abhorrent muscular bag, probably around your throat or your bumhole (your choice). From this sac you can squirt pure dark melanin. Gross. Once you blow your inky load, it takes between one hour and five combat rounds to recharge. If you squirt someone with ink, your target has a penalty to relevant skill checks equal to your EL round ed down to the nearest 10. If you create an inky slick on the ground, anyone caught in the slick must make a Balance check to move out of the slick, and this Balance check may be dead simple or desperate depending on your EL. You can never squirt ink more than 5 times in an 8 hour period. Consult the following table:
EFFICIENCY LEVEL – AREA OF EFFECT – RECHARGE TIME – TARGET’S BALANCE CHECK
EL 10-19 – 1 square foot of ink – 1 hour to recharge – dead simple
EL 20-29 – affects a 5 foot square –1 hour to recharge – easy
EL 30-39 – affects a 5 x 10 area – 10 minutes to recharge – easy
EL 40-49 – affects a 5 x 15 area – 1 minute to recharge – easy
EL 50-59 – affects a 5 x 20 area – 1 minute to recharge – challenging
EL 60-69 – affects a 20 foot cone – 10 rounds to recharge – challenging
EL 70-79 – affects a 25 foot cone – 5 rounds to recharge – difficult
EL 80-89 – 25 foot cone or 5 x 30 – 4 rounds to recharge – difficult
EL 90-100 – 25 foot cone or 5 x 45 – 3 rounds to recharge – desperate
69-70 Carapace/scales/exoskeleton. Consult Armor Table. EL 10-24 only covers your torso. EL 25-59 covers everywhere except your head. EL 60+ covers all body locations.
71 acid/poison bite/sting. Rules to be determined when I get around to it.
72 poison sweat. Rules to be determined when I get around to it.
73 Crazy eyes. You’ve got enormous eyes, or extra eyes, or eyes that are on stalks like a snail. If you roll this mutation more than once you may choose a combo (i.e. extra eyes on stalks). This mutation helps you more clearly see the horror around you, which may or may not be a good thing. Choose two (2) of the following bonuses that best apply for each crazy eye mutation you have:
-add a number to your Initiative Bonus equal to your EL divided by 10 (round up)
-add a bonus to your See score (consult Deadly Effectiveness Table)
-you are immune to sneak attacks (meaning ninja-bots attacking you from behind get no bonus to hit). Remind the GM of this when you are in ninja-bot territory.
-penalties for called shots, cover, and firing into melee are reduced (see p68 and p75 of the Spaceship Zero rulebook). Penalties are reduced by a number equal to your EL, to a minimum of zero.
-weapons ranges are increased by a value equal to your EL. For example, if a rebar-firing harpoon normally has 0-20/21-100/101-500 and your EL is 50, then when you wield the weapon the range is 0-70/71-150/151-550. As you know from reading the Spaceship Zero rulebook cover to cover like you did, you get a -10 penalty firing at targets in medium range and a -40 at long range, so in this example a normal creature would have a -10 to hit a target 21 feet away, but you with your crazy eyes receive no penalty until the target runs 71 feet away. (This is basically telescopic vision) Got it?
74 echolocation. Rules to be determined when I get around to it.
75 enhanced taste. Rules to be determined when I get around to it.
76 Hearing, Improved (Big ears); Sensitivity to sound bonus to See Skill (but you take extra damage from sonic attacks)
78 Immune to psionics. Rules to be determined when I get around to it.
79 Low light vision OR thermal vision (choose one, if you roll this mutation twice you can choose both or just enhance your first choice).
Low light vision, AKA night vision, lets you see in the dark the same way that a cat or other nocturnal animal does, thanks to a layer of tissue in the eye called a tapetum lucidum. With low light vision the ability to see colour is very restricted.
With thermal vision, you actually detect heat like a pit viper, or a certain predatory alien from a movie franchise in the 80s. Detail is very low but hot objects, like human bodies or recently used nailguns, stand out brightly. You can even tell, for a short time, where a hot object has interacted with the environment before the heat transfer fades away. As such you may have a bonus to track hot footprints if they are very recent.
The range for either of these special kinds of vision is not the same as normal sight. Consult the Range Table.
80 chameleon skin. Rules to be determined when I get around to it.
81 claws OR pincer. You can choose one or multiple limbs. Increases Damage Bonus for hand to claw combat, but also reduces skill in any work that requires fine manipulation. On EL 75 or higher, the claws are retractable and there’s no penalty to fine manipulation.
82 horns OR antlers (choose one, if you roll this mutation twice you can choose both i.e. a rhino-like horn plus moose-like antlers or enhance your first choice)
84 immune to poison. Rules to be determined when I get around to it.
85 Laser beam. Call it a death ray, heat ray, or whatever you like, this mutation causes a thin ray of destruction to emit from some point on your body (eyes, hand, rectum, whatever you and the GM agree on). Consult the Deadly Effectiveness Table for the damage bonus. To attack with your laser, use your Bow skill (if the laser comes out of your hand or any appendage coming out of your to rso) or your Throw skill (for anywhere else). (Yes you would think that you would use your Gun or See skill to shoot lasers wouldn’t you? Consult appendix for how much what you think is worth around here.)
86 telepathy. Rules to be determined when I get around to it.
87 electric field generation (like eel). Rules to be determined when I get around to it.
88 Psychic healing (on contact*). You can heal others WITH THE POWER OF YOUR MIND. Psychic healing works like First Aid (see page 53 of the Spaceship Zero rule book) except it only takes one full combat round, not two, but it must be a FULL COMBAT ROUND, and you must maintain contact throughout the procedure. Even Jesus needed a moment to warm up his hands. It’s called bedside manner, you post-apocalyptic savage! You must maintain contact thoughout the procedure or there is no effect.
Every time you use this power successfully, you become fatigued for a moment (until you make a successful Endure skill check, which you can retry each combat round), which means your skills and Move Rate are all halved. If you try to use this power and fail, you take 3d10 damage and pass out from the incredible psychic feedback (make Endure check every round to regain consciousness).
*If your EL is less than 20, you must make skin to skin contact. If your EL is 80 or higher, ignore the physical contact rule: you can be a few feet away from your patent – the maximum a number of feet away you can be and use this power is equal to your BRAWN score – but you must still maintain concentration.
89 silk production (No range unless rolled a second time)
90 molting/shed skin
92 other new body parts (trunk, antennae If you roll this mutation multiple times you can choose additional body parts or enhance the first choice.
93 redundant vital organ(s) (1 heart;2 stomach;3 lung; 4 trachea; 5 brain; 6 uterus/gonads roll on this chart every time you roll this mutation)
94 independent eyes (chameleon) Reduce penalty to attacking multiple targets; + half% to See score.
EL 10-19 – Each hour you heal BODY points equal to your Brawn score.
EL 20-29 – Heal 1 BODY point per minute.
EL 30-39 – Heal 10 BODY points per minute
EL 40-49 – Heal 30 BODY points per minute (one point every two rounds)
EL 50-59 – Heal 1 BODY point per round (60 BODY per minute)
EL 60-69 – Heal 2 BODY points per round
EL 70-79 – Heal 3 BODY points per round
EL 80-89 – Heal 4 BODY points per round. Can heal aggravated damage.
EL 90-100 – Heal 5 BODY per round. Can heal aggravated damage. Also, if your EL is 90 or more, when you lose an arm, leg, tail or tentacle, the lost limb has a chance to grow into a clone of you. Only the gamemaster knows what that chance is, but it probably has something to do with you cutting off your own arm just so you can have a legion of minions. That, and whether or not there is a favorable environment for an arm to grow into a person.
Note that regeneration has no effect on rad level and radiation poisoning.
97 mental control/hypnosis/trance
98 detect life/detect psionics
99 harmonious pheremones
THE DEADLY EFFECTIVENESS TABLE
THE RANGE TABLE
THE ARMOUR EFFECTIVENESS TABLE
Divide percentage by 2 and round DOWN to the nearest 10. If less than 10 round up.
CONVERTING SKILL POINTS TO ATTRIBUTE POINTS (AND VICE VERSA)
It’s easy: 1 Attribute Point is worth 5 Skill points. Reducing your Brawn by 10 gives you 50 skill points, for example.
Adjusting your Move Rate is slightly different. Each point of MR is worth 2 skill points.
0-7 superficial scarring
08-11 junk mutilated
12-14 junk explodes
15-22 massive blood loss (disemboweled)
23-30 muscle mutilation
31 make something up
32-36 clavicle fracture
37-41 sternum fracture
42-46 ribs fracture
47 make something up
48-52 clavicle broken
53-57 sternum broken
58-62 ribs broken
63-67 clavicle shattered
68-72 sternum shattered
73-77 ribs shattered
78-81 lungs damaged
82-85 spine severed partial paralysis
86-89 spine shattered total paralysis
90-94 stomach explodes
95-97 heart punctured
98-00 chest explodes
0-7 superficial scarring
08-11 digits mutilated
12-14 digits explodes
15-22 massive blood loss
23-30 muscle mutilation
31 make something up
32-36 hand fracture
37-41 radius/ulna fracture
42-46 humerus fracture
47 make something up
48-52 hand broken
53-57 radius/ulna broken
58-62 humerus broken
63-67 hand shattered
68-72 radius/ulna shattered
73-77 humerus shattered
78-81 hand severed
82-85 hand explodes
86-89 arm severed below elbow
90-94 arms lost below should
95-97 arm explodes
0-7 superficial scarring
08-11 toes mutilated
12-14 toes explode
15-22 massive blood loss
23-30 muscle mutilation
31 make something up
32-36 foot fracture
37-41 shin fracture
42-46 femur fracture
47 patella broken
48-52 foot broken
53-57 shin broken
58-62 femur broken
63-67 foot shattered
68-72 shin shattered
73-77 femur shattered
78-81 foot severed
82-85 foot explodes
86-89 leg severed below knee
90-94 leg lost below hip
95-97 leg explodes
0-7 superficial scarring
08-11 ear(s) mutilated
12-14 ear(s) explode
15-22 massive blood loss (throat)
23-30 muscle mutilation
31 nose mutilated
32-36 jaw fracture
37-41 neck fracture
42-46 skull fracture
47 make something up
48-52 jaw broken
53-57 neck broken
58-62 skull broken
63-67 jaw shattered
68-72 neck shattered
73-77 skull shattered
78-81 voice damaged
82-85 eye(s) explode
86-89 teeth shattered
90-94 brain damage
95-97 head severed
98-00 head explodes
MUTILATOR CHARACTER SHEET: