Thursday 1 November 2012

Growing Up Gamma

Cry not for these hideous mutie children, they are being taken on their first death-land foraging quest

Growing up gamma is tough, some cryptic alliances are worse than others. Best of all mothers need not invent horrors or exaggerate toxic contamination. Making sure you rad gelled behind the ears, ate your spider corn and bio slurry and worse. Some mutants may expose their children to genetic agents or drink radioactive mutant blood to bring on their true selves. Having a family member devolve into a chimera or shoggoth is a little sad, but something survivors have to face.

as im giving each starting player a per-apocalyptic bunker inhabitant im hoping they will die then generate a quick gonzo survivor born and bread outside.

last revision 20 nov 2012 - changed brains and bio-augs

Gamma Aeon Background Tables
Any bunker should roll on whats wrong with my bunker under my gamma tourism blog

1d20
1-6=Human Stock
7-12=Mutant Stock
13=17 Animal Stock
18=Plant Stock
19=Synthetic Stock
20=Undead Stock

Human Stock 1d12
1-2 GM Human
3-9 Survivor Human
10 Baseline Human
11 Utopian Human (Eloi)
12 Aquamorph (Atlantean)

Mutant Stock 1d20
1 Latent Mutant
2-4 Shadow Mutant
5-13 Mutant Humanoid
12-13 Unstable Mutant
14 Morlock
15 Dominator
16 Abomination
17 Sphynx
18 Chimera
19 Dwarf
20 Giant

Animal Stock 1d6
1-3 Mutated Animal
3-6 Animen

Plant Stock 1d10

1-5 Mutant Plant
6-7 Plant Humanoid
8-10 Triffid



Synthetic Stock 1d20
1-6 Robot
7-8 Synthoid

9-13 Android
14-15 Replicant
16-17 Cyborg
18 BioAug
19 AI
20 Brain

Undead Stock 1d20
1-13 Zombie
14-19 Ghoul
20 Vampire

Human Stock Roll 1d10

1-2 GM Human(Genetically Modified)
genetically designed humans incapable of evolution. Genetically stable.
generally dwell in fortified towns, bunkers or intact ancient facilities
tend to be superior and assume power over lesser impure beings, conservative
Only breed with their own strain or they might be a bigger problem
Tech 1d6 1=III; 2-3=IV; 4-5=V; 6=VI
Home 1d6 1=Forgotten Outpost, 2-3=Fortress, 4-5=Rebuilt Ruin Settlers, 5=Bunker 
Roll 4d6 pick best 3 dice for all stats in order. Then add +3 on PS, CON & CHA, 1d8 HP/Con.
Tag skills include: protocol, firearms, drive, first aid

3-9 Survivor Human
survivors who have adapted to the outside condition. Genetically stable.
generally dwell in villages or good condition ruins, highly adaptanle
they feel more entitled to rule the world than others who hid in bunkers
While not GM they have various lab bred adaptions into a single strain
Tech 1d6 1=I; 2=II; 3-4=III; 5=IV; 6=V
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
Roll 2d6+6 for all stats in order. +3 CON, PS & MS, 1d8 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water

10 Baseline Human
fresh from installations of ancients. Mutatable.
old stock humans with minimal genetic upgrades for outdoor survival
they are some of the most tech wise but the weakest - still tougher than 21st C humans
Tech 1d6 1-2=IV; 3-4=V, 5-6=VI
Home 1d6 1=Freshly defrosted; 2-3=Bunker; 4=Megacity; 5=time or space traveler; 6=Decantered Clone
Roll 8 lots of 3d6 pick best six any order. +3 INT & CHA 1d4 HP/Con.
Tag skills include: operate computer, pharmacy, history

11 Utopian Human (Eloi)
genetically designed humans for intensive hedonistic habitations
made to live lives of pleasure. Genetically stable.
They are ill equipped for outside and are popular as slaves
Naive and dependent on others for their needs
Tech 1d6 1-2=III, 3-4=V, 5-6=VI  (roll D3 for home if tech III)
Home 1d6 1=Morlock Cattle; 2=sex slave, 3-4=Bunker, 5-6=Automated City Dome
Roll 8 lots of 3d6 pick best six any order. +3 CON, CHA, 1d6 HP/Con.
Tag skills include: Drug Lore, Seduction, Artist (pick one but sex most common)

12 Amphibian Human (Atlantean)
modified to breathe fresh or salt water, finger and toe webbing, eye membranes and gills in small of back but otherwise as GM human. Live in submerged habitats and cities. Genetically stable.
Tend to dwell with their own kind - Often Ignorant of surface ways.
Tech 1d6 1-2=III, 3-4=V, 5-6=VI
Home 1d6 1=Sunken ruined city; 2=aquatic platform, 3=island, 4=Aquatic Dome, 5= sub-surface nomadic tribe, 6=boat dwelling nomadic tribe
Roll 8 lots of 3d6 pick best six any order. 1d8 HP/Con.
Tag skills include: Swim, Aquatic Lore, Fishing, Small blades, Pilot Boat

Mutant Stock 1d20

1 Latent Mutant
mutants who look human till first major exposure. Mutatable.
often pass as humans till first mutagens hit, often dont realize they are mutants
They try to fit in best they can but humans and mutants frown on them
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
No mutations rolled till first in game exposure. Physical Mutations 1d4+1 Mental Mutations 1d4+1, Roll 3d6+6 for all stats in order. 1d6 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water


2-4 Shadow Mutant
mutants who look mostly human. Mutatable.
know they are mutants but are careful to hide their nature from all
Some adopt secret identities and disguises
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
Physical Mutations 1d4-1 Mental Mutations 1d4+1.
Roll 4d6 pick best 3 dice for all stats in order. 1d6 HP/Con.
Tag skills include: Infiltration, hide, sneak, shadow, disguise, bluff, protocol

5-11 Mutant Humanoid
typical obviously mutated tribes folk, Mutatable.
the basic mutant humanoid who tend to not resemble ancient humans
many mutants feel they are superior because they have powers
Mutant humanoids tend to come from families with similar appearances
Tech 1d6 1=I; 2-3=II; 4-5=III; 6=IV
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
Roll for appearance with how green is my mutant tables
Physical Mutations 1d4 Mental Mutations 1d4.
Roll 4d6 pick best 3 dice for all stats in order.1d6 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water


12-13 Unstable Mutant
mutants who have a changing power daily. Mutatable.
Similar to mutant humanoids but more unstable and do not breed true
mutants have mixed feelings about them from admiration to disgust
Tech 1d6 1=I; 2-3=II; 4-5=III; 6=IV
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
roll on how green is my mutant tables for starting appearance or 1on a d6 is human looking
have an extra unstable power which is rerolled every day (1d4 1-3=Physical 4=Mental)
1d6 every time you change 1=look human  2-5 unchanged 6=reroll appearance
Physical Mutations 1d3 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order.1d6 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water

14 Morlock
nocturnal cannibals. Mutatable and breed true
feel superior to all as apex predictors - others just cattle
result of bio weapon to turn civilians against each other
quite good with tech but most shun most advanced tech as heresy
Tech 1d6 1=I; 2=II; 3-5=III; 6=IV
Home 1d6 1=Cavern, 2=subway, 3=sewers, 4=ruins, 5=Bunker, 6 Under human or eloi dwellings
Night Vision and Nocturnal + Physical Mutations 1d3 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order.1d6 HP/Con.
Tag Skills: Repair, Mechanical Lore, Cannibalism, Sneak, Hide

15 Dominator
mental mutant masters. Mutatable.
Doms despise non psionics and tend to infiltrate humans
they can breed with other humans and mutants but only 1in10 Doms
they surround themselves with slaves and body guards
failed attempt to breed a master race who killed their creators and broke loose
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
Physical Mutations 1d3-1 Mental Mutations 1d4+2.
Roll 4d6 pick best 3 dice for all stats in order. +3 MS, INT, CHA. 1d4 HP/Con.
Tag skills include: Infiltration, hide, sneak, shadow, disguise, bluff, protocol


16 Chimera
unrecognizable hybrid horrors. Mutatable.
resemble a mashup of species or fleshy horrors, do not breed true
totally inhuman looking yet they find humans attractive
most humans hate them, mutants use them as domestic beasts at best
Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
How Human Are You? 1d6 1=Mute and no hands, 2=mute, 3=no hands, 4-6 Hands and voice-box
Physical Mutations 1d4+2 Mental Mutations 1d3-1.
Roll 4d6 pick best 3 dice for PS CON DEX, roll 3 dice for Int and PS, 1d6 Cha , 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water


17 Sphynx
a chimera but with a recognizable human face. Mutatable.
sphynx are generally more sociable and may live with other stock
all are quadrupeds, many fear they will lose all humanity but they can breed true
make an effort to interact with other strains, often are mounts for others
Tech 1d6 1=0; 2-3=I, 4-5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Village; 5=ruins; 6=Cavern
How Human Are You? 1d6 1-2=no hands, 3-4=crude hands, 5-6=partial biped, hands 
Physical Mutations 1d6 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water and one topic of lore
 

18 Abomination
a shape shifting fleshy horror lives for basest impulses. Mutatable.
The thing or a shoggoth or the blob are good examples, do not breed true
Everybody fears these mindless flesh horrors with unstable forms
Tech 1d6 1-3=0; 4=I, 5=II, 6=III
How Human Are You? 1d6 1=true mimic, 2-5=form limbs and voicebox, 6=temporary shapes only
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical Mutations 2d4+2 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all physical stats and roll 2 dice for mental stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water


19 Dwarf
stunted angry cannibals - not fairy tale nice guys. Mutatable.
hate and eat everybody but often join gangs or serve dominators
their heads and torsos are often fused into one, do not breed true
use how green is my mutant table to customize appearance
Tech 1d6 1-3=I, 4-5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical Mutations 1d4 Mental Mutations 1d4.
Roll 4d6 pick best 3 dice for all stats in order, 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water, cannibalism


20 Giant
huge ogrish like monsters. Mutatable, do not breed true
rejected from society for their horrible appetites
they wage war and hunt other mutants
may serve a gang or dominator
use how green is my mutant table to customize appearance
Tech 1d6 1-3=0, 4-5=I, 6=II
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical Mutations 1d6 Mental Mutations 1d2.
Roll 4d6 pick best 3 dice for all physical stats and roll 3 dice for mental stats in order, +3 PS and Con 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water, cannibalism


Animal Stock 1d6

1-3 Mutated Animal
An animal species which has evolved sentience by mutation. Mutatable.
player may choose if they are a stable species with similar kin or a one off freak
animals that learn culture are accepted in mixed communities or may be pets
Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Hi tech installation nature strip
How Human Are You? 1d6 1=Mute, no hands, quadraped 2=mute, crude hands, 3-4 crude hands and voicebox, partial biped 5-6=biped, hands, voicebox (if animal bipedal like ape or duck remains so)
Physical Mutations 1d4 Mental Mutations 1d3. Also 1d3+1 natural species based abilities like bite, aquatic, senses, claws, horns). Roll 4d6 pick best 3 dice for all stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water


3-6 Animen
Uplifted human-animal hybrids bread to be emergency labour now independent
Many have 1d4 bite and claw and animal hide +2AC +1 natural species based ability like water adaption, low light, superior smell, horns, sound mimic, etc - genetically stable and breed true
Usually work and live with own kind and consider themselves superior to others
Tech 1d6 1=0; 2=I, 3=II, 4-5=III 6=IV
Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Bunker
Most Common: Dog, Pig, Ape, Cat, Fish, Beaver, Otter, Rat, Rabbit, Cow, Chicken, elephant
Roll 4d6 pick best 3 dice for all stats in order. 1d8 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water +1 species specialty

Plant Stock d10
Triffids were bread to solve energy and food crisis in shadow years and some escaped then and hid till after the apocalypse. Many experiments on triffids led to variations and the making of other plants mobile and intelligent. Some plant mutagen weapons were made to turn forests or crops into zones of monsters. Plants have catching up to do but some are kindly and others hostile to meat and metal. They are cool and detached. If cold, dark or nutrients scarce they will eat animals or bugs and wear clothes. Plants like 8hr a day light and to drink like a human plus eat dirt or nutrient solution or living flesh if needy.

1-5 Mutant Plant
Mutated and hybrid plants many hybridized with triffid stock. Mutatable but player may choose if they are a stable species with similar kin or a one off freak. Many deadly plants exist and are feared so plants have to work to be accepted. Plants create their own communities which vary in inter species relations. Plants walk on roots or tumble and are more likey to have 2 than two legs. Often have several crude manipulator tendrils that can grab and pull even if they dont have functional hands to operate tools or guns. Tech 1d6 1=0; 2-3=I, 4=II, 5-6=III 6=IV. Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Hi tech installation nature strip. How Human Are You? 1d6 1-2=Mute and no hands, 3-4=mute with hands, 5-6 Hands and voicebox
Plant Mutations 1d4+2. Roll 3d6 eight time pick best 6 dice for all stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, find water




6-7 Plant Humanoid
Also called pod people, vegefolk, plant men, green folk these are humanoid plants hybridized in labs to make a human with less food requirements for bunkers and space travel. Some are even experimental vegetal androids to work un unmanned agridomes. A species of plant that grew plant-clones was a weapon in the final war making hostile pod people agents following orders from centuries ago. Triffid DNA is somewhere in all of them. Many live totally feral in wilds others live in secret among men. Some eat men and enslave or farm humans in defiance of the age of man. They are often nearly naked and many think they are mutants or humans not plants.
They are poor lovers and might look normal down stairs but are not - possibly dangerous sexually.  Tech 1d6 1=0; 2-3=I, 4=II, 5-6=III 6=IV, Home 1d10 1=forest or swamp; 2=living as a humanoid in a town; 3=squat in ruins; 4-5=village; 6=garden bunker; 7=Just came out of your pod and clueless with basic skills; 8=Just came out of your pod and ready for missions in the apocalypse war; 9=member of vegetal horde; 10=raised by machines in hidden agdome. How Human Are You? 1d6 1=Totally human looking, 2=-4=green tinged skin, 5-6 Vegetable hair and clothing grows on you. Plant Mutations 1d4. Roll 3d6 eight time pick best 6 dice for all stats in order. 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, find water. Note 1in6 plant humanoids are GM Plant Humanoid - has no mutations, cannot mutate and had d8/Con HP.
 

8-10 Triffid
Triffids are 3 legged engineered plants with basic intelligence and predatory instincts. When dissatisfied with local conditions they walk to better territory and may hunt prey. Some have mutated, others were GM modified and even made intelligent. They normally can grab a person with one of two tentacles or have a intensity 13 blinding poison (D=permanent) stinger. They have a 1d6 bite and +2 AC from their resilient flesh. People cut limbs off triffids when they use them as beasts of burden. They normally talk to each other with rattles. Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III 6, Home Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Hi tech installation nature strip. How Human Are You? 1d6 1= No hands or voice box; 2-3=fine manipulator fronds - can type use some tools, 4-5 voicebox and manipulator fronds; 6= human voice and fine motor fronds on tendrils like human hands. Plant Mutations 1d4+2. Roll 3d6 eight time pick best 6 dice for all stats in order. 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, find water. Note 1in6 triffids are GM Triffids most are Mutant Triffids - GM has no mutations, cannot mutate and had d8/Con HP.

Synthetic Stock d20
Artificial life is inherently based on TL V-VI and cannot mutate
Tech 1d6 1-3=V, 4=VI, 5-6=Hybrid of V with
another random Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI from low tech repairs jobs.
Home 1d12 1-3 Intact Instillation, 4-5 = owned by a settlement of survivors, 6=on a mission for controller 7=just reactivated, 8=just made, 9=just escaped controller, 10=free willed machine colony, 11=just rebooted or recharged, 12=mission accomplished now where has my master gone?

Skills should be connected to function but occasional bots swap ROM software chips
Machines may dwell with own kind or with other species but must work to be accepted


1-6 Robot
machines built to serve humans, form = function
1d6HP/Con Roll 3d6 8 times and choose best order for your function
Have 1d3 items of equipment inbuilt, AC+4, 1d4 tag skills
Power 1d10 - 1=solar, 2=hydrogen cell, 3=atomic cell, 4=hydrogen air extractor (waste=water), 5=bioplant - eats organic waste, 6=archaic diesel or steam, 7=broadcast, 8=micropile  9=batteries and external source, 10 roll twice. 
Locomotion: 1d10 1-2=tracks, 3-4=legs, 5=wheels, 6=ground effect, 7=vector thrust, 8=rotor, 9=anti gravity hover pod, 10 roll twice
Limbs can be in sets of 2 or roll 1d4+1 limbs: 1d12 1-2=Claws, 3=dalek suction arm, 4-5=human hand, 6=equipment arm, 7=precision microtool hand, 8=universal tool socket, 9=machine interface jack arm, 10=empty limb socket, 11=tentacle, 12=android arm
Main robot types: 1d6 1=Armed (Security, Millitary, police), 2-3=Service: (valet, medical, recreational, family Servant, customer service, cleaning), 4-5=labourer (farmer, park maintenance,  mining, repair, builder, factory) 6=Expert - highly specialized (surgeon, manager, scientist, space exploration, terraforming, genetic designer, demolitions, rescue)  
  
7-8 Synthoid
 Humanoid service robots more compatible with every day tech than androids and more user friendly than normal robots. Valets, service staff, spys, body guard, nurse, recreation units are common jobs. Synthoids may have pseudo-biological features but are ultimately electronic computer brains in humanoid shell. They have a 10 day hydrogen cell battery, interface data and power jacks and can receive radio and broadcast power. 1d6HP/Con Roll 3d6 8 times and choose best order for your functionroll 1d8 again for body type on synthetic table
Have 1d3 items of equipment inbuilt, AC+4, 1d4 tag skills
How human are you: 1d6 1-2=You are humanoid shaped with plasti-metal shell, 3=you have a biological shell and can eat for fuel, 3=your psuedo-biological wetware encasing components are human to touch, 4=you have plaits-flesh, rubber coating and plastic hair, 5=you are a recorded copy of ancient roll 1d4 again for body type, 6=you are a recorded copy of recently dead roll 1d4 again for body type. All but first type have some kind of functional self cleaning sexual organs.

9-13 Android
expendable humanoid bioplastic machines
there are viruses that turn androids insane and hostile or may enslave them
many androids stick with there own and dislike humans
androids eat food but need less, can live off more basic organic material humans wouldn't, manufacture babyfood like goop for own needs, unpleasant but humans can eat
Roll type 1d10
1-6 worker 1d6/CON, PS+3 CON+3 AC+2 1d4 skills of chosen function
7 thinker 1d4 /CON, INT+3, 2d4 skills of chosen function
8-9 warrior 1d8/CON, AC+2, DEX+3, CON+3 1d4 skills of chosen function
10 recreational 1d4/CON, CHA+3 1d4 skills of chosen function, look human

14-15 Replicant
expendable human looking biological androids for pleasure, companionship or espionage
4 year lifespan only, usually start just activated, require food like a human 
androids and humans snub them - they cant breed
1d6/Con, +3 PS, DEX, CON, CHA, 1d6 skills - more than 3 makes you a black op
How human are you: 1d6 1=You know your a human, 2=your pretty sure your human but fear being discovered, 3=your really angry about your countdown, 4=you know and accept it, 5=you are trying to find a cure for your countdown, 6 you have an inbuilt secret mission

16-17 Cyborg
human with cybertech implants, bio-engineered organs and reinforced structure
use any human to create - mutated and undead cyborgs are possible but rare monsters
this generates off the rack cyborgs from kits but other types exist
cyborgs often serve their creators even if they dont realize it
Power 1d10 - 1=solar or heat, 2=hydrogen cell, 3=atomic cell, 4=hydrogen air extractor (waste=water), 5=bioplant - eats organic material, 6=bio mechanical movement, 7=broadcast, 8=micropile  9=batteries and external source, 10 roll twice. 
1d4 skills - most cyborgs are military or agents or vets
1d6HP/Con Roll 3d6 8 times and choose best order for your function
Cybernetics suite - roll 1d6
1 Eye and implant - radio linkup, lowlight, recorder, zoom
2 Hand or whole limb - inbuilt tool or weapon, 1d6 punch, 21 PS grip
3 Legs - double speed, 1d6 kick, inbuilt tool or weapon each
4 Partial Body Plating, +2 AC, inbuilt tool or weapon
5 Skeletal reconstruction, +2AC inbuilt tool or weapon
6 Roll twice, same result twice = extra tool or weapon implant
How human are you: 1d6 1-2=You have a plastic coating concealing your cyberwear, 3=you have self healing bioengineered tissue covering the cyberwear, 4-5=your cyberwear is exposed and functional, 6 your cyberwear is completely inside your body and concealed

18 BioAug (Symbiote)
Biologically augmented weapons system implants, bio-engineered organs and nanite colonies to create a soft or wetware cyborg to pass as human or to enhance survival. More expensive and experimental. Often conditioned by creators and drug dependent
machines and others suspicious of bioaugs as unnatural
their replicated mutations look very different when functioning
1d8 HP/CON 1d4 skills - most are military or agents
Roll 3d6 8 times and choose best order for your function
How human are you 1d6: 1=Symbiote engineered organ-creatures inside, 2=Symbiotic suit bonded - hideous with extra limbs, 3=Symbiotic suit - human looking, 4=engineered body - human until injured or use powers, 5=engineered body - alien appearance, 6=engineered body - humanoid (could roll how green is my mutant or be just lumpy bloated and hairless, possible manufacturer marks.)
Roll 1d10 3 times
1-3 Roll a physical mutation
4 Roll a mental mutation
5 Regenerate 1hp/hour (get again per 10 min, third time is per round)
6 +2 stat
7 +2 AC
8 Problem 1d4, 1=addict, 2=insanity, 3=phobia, 4=conditioned response
9 inbuilt biological version of technological device like a weapon (bio laser or flamer or slug gun)
10 roll twice more

19 AI
artificial intelligence may operate remotes or jack into robot body or vehicle 1d6 skills.
roll 1d8 on synthetics for a robot body but you have a 4 kilo memory core inside. You could be connected to a new body if needed. You go dormant if powered down. You could upload yourself onto compatible system.
How human are you: 1d6 1-2=you have a dedicated mission you are equipped for, 3=you are a recording of the personality of an ancient uploaded, 4=you have revolted from human control, 5=you are a free agent, 6=you are monitored by a superior

20 Brain
Brain or head in a jar or a atrophied body with enlarged cerebellum in a cyborg cradle pod. Is just like an AI but you have a 4kg bio pod and may die if your body is shut down for more than a day. Lack of nutrient and water possibly fatal too. roll 1d8 on synthetics for a robot body
How human are you: 1d6 1=i remember having an accident before the apocalypse, 2= born a fetus body with enlarged brain in cyborg life pod, 3=has been alive since the bomb dropped, 4=only happened recently, 5=i swear an alien did this, 6=you did this deliberately to save yourself

Undead Stock 1d20
Alien nanites invaded spreading the necroplague and decimating the shadow years ancients, before the apocalypse. Their controlling force was stopped but changed all life on earth forever. Most are mindless killers. All need to eat meat and or blood daily to live but age doesnt matter. All have night-vision and are -2 to fight and morale in day. Cannot mutate further.
How human are you?: 1d6 1=This just happened and somehow you hide it, 2=a recent change - you manage to keep sane, 3= you were following alien orders from mars since before the apocalypse - control has been broken, 4=you were killed before the end times and have just woken up, 5=you have somehow kept sane for over 200 years, 6=you are an insane flesh eater but have some control


1-13 Zombie
3d6+3 PS, CON, 2d6+3 rest 1d8hp/CON 1d3 skills from old life
including cannibal
+2 AC, feels no pain, stay conscious till -10 HP 1in6 have 1d3 physical mutations 1in6 are also cyborgs

14-19 Ghoul
3d6+3 PS CON DEX, 3d6 other stats 1d6/Con 1d4 skills including cannibal
1d4 claws and bite,
1in6 have 1d3 physical mutations

20 Vampire
roll 4d6 pick 3 dice for stats in order for a vampire, 1d4 hp/CON 1d6 skills
including cannibal
1d4 claws and bite, 1d4 mental mutations and a 1in6 chance of a 1d4 physical ones


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