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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. 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.
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

Random Color Table


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

Cosmetic Mutation Table


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.
Optic Mutation Table
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.
Strange Hair Growth Table
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.
Skin/Hair Coloration Pattern Table
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
maincolor 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.
Animal Traits Table One
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 nearstopping, 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.
Animal Traits Table Two
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.
Neural Mutation Table
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.
Combat Mutation Table
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).
Defensive Mutation Table
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.
Physical Mutation Table One
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.

Physical Mutation Table Two


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.

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