Mutant

A mutation is an alteration in the genetic constitution of a cell that is transmitted to the cell's offspring. Mutations may be spontaneous (the result of accidents in the replication of genetic material) or induced by external factors (chemicals, radiation, etc). Ultimately it results in a genetically changed organism. A bad mutation is one that impairs the organism in some way such as a deformity. A good mutation is one that benefits it instead. In the Heroes world one such benefit is the metagene which gives an organism super powers.

Step 1: Attributes
Roll attributes as normal and gain +1 in one attribute of choice.

Hit points = CON +12, +12 per level.

Step 2: Skills
Choose skills in the normal manner.
Step 3: Abilities

The Mutant starts with 50 points to buy powers with. Each Unusual Characteristic taken on the table below gives the character an additional 5 starting points.

Step 4: Careers
The character can take any career desired.

 

Deuce Variant

This Mutant starts with only 25 points to buy powers with. Each Unusual Characteristic taken on the table below gives the character an additional 5 starting points.

 

Eternal Variant
Unlike a modern day mutant with the power of Immortality this ancient form of mutant was born decades or possibly centuries ago.. he may have even been the very first mutant..

Immortality is living as though you could live forever. It is a state of non aging, disease free living in which all the seeds of human potential have access to fertile ground. 

During their extended lifetimes immortals are likely to amass huge amounts of wealth. However immortals must maintain a masquerade, the illusion that there is nothing strange about them. This can be difficult and can involve having to leave worldly assets behind. One way around this can be to leave your goods to children, "die" yourself, only to return after a suitable interval to assume the identity of the child and claim their inheritance. This is probably the best way of ensuring that an immortal doesn’t have to give up whatever worldly possessions he has earned when he has to move on, in order to prevent his true nature being discovered.

Were an immortal’s secret to become known, the results could be potentially disastrous. Imagine what would happen were a pharmaceutical company to discover that immortals exist.. they would stop at nothing in an attempt to discover the secret of immortality. Therefore an immortal character must be careful to guard his secret, and maintain the facade of normality.

Step 1: Age
Determine your character's starting year. Either you have just begun your journey or you need to determine which years you have been present in.
01-20 100 xD10 years
21-40 100 x2D10 years
41-60 100 x4D10 years
61-75 100 x6D10 years
76-90 100 x8D10 years
91-00 100 x10D10 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but then add +6 to STR, DEX and CON. AC 3, Reaction -4 and Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +12, +12 per level.
Step 3: Skills

Choose skills in the normal manner. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

Eternals gain the following free;

Regenerative Body - Eternals do not age physically and are extremely hardy, able to absorb an amazing amount of damage before they are hurt. Even then they can regenerate that damage very quickly depending on what made the wound. Only magical or supernatural damage can be truly fatal.

Additionally Eternals starts with 40 points to buy powers with. Each Unusual Characteristic taken on the table below gives the character an additional 5 starting points.

Step 5: Disadvantages
Gain 1 Psychological Limitation Insanity or Special Disadvantage per 100 years alive. Why? Because of the trauma of outliving so many friends and loved ones.

 

Unusual Characteristics

For a truly random character in this new world roll on the following tables;
Colour Mutations
Roll on this table several times; once for skin colour, again for eye colour and once more for hair colour.
01-15 Completely normal
16-20 Red
21-25 Orange
26-30 Yellow
31-35 Green
36-40 Blue
41-45 Indigo
46-50 Violet
51-55 Gold
56-60 Silver
61-65 Bronze
66-70 Brown
71-75 White
76-80 Black
81-85 Grey
86-90 Transparent
91-95 Combination of several of the above in striped form. Roll D4 more times.
96-00 Combination of several of the above in patch form. Roll D4 more times.
Eye Mutations
What type of eyes does the character have?
01-08 Very small; -2 to hit eyes if targeted by enemies.
09-16 Small; -1 to hit eyes if targeted by enemies.
17-28 Completely normal.
29-36 Large; +10% greater sight range.
37-44 Very Large; +20% greater sight range.
45-52 Oval shape; 180 degree vision.
53-60 Glowing; +1 to intimidate others.
61-68 Reptilian; underwater nightvision equal to half normal range.
69-76 Fish; underwater nightvision identical to normal sight range.
77-84 Cat; nightvision equal to half normal range.
85-92 Insect; 360 degree vision.
93-00 Third Eye; see the invisible.
Size Mutations
How big is the character?
01-08 1ft +D10 inches
09-16 2ft +D10 inches
17-24 3ft +D10 inches
25-30 4ft +D10 inches
31-44 5ft +D10 inches
45-52 6ft +D10 inches
53-60 7ft +D10 inches
61-68 8ft +D10 inches
69-76 9ft +D10 inches
77-84 10ft +D10 inches
85-92 11ft +D10 inches
93-00 12ft +D10 inches
Body Mutations
Does the character have any additional mutations?
01-02 None.
03-04 Antennae; depending on the character's powers these could be used as senses, discharge, telepathy, etc.
03-04 Elastic Bones; only takes half damage from any kinetic attacks (falls, punches, explosions, etc).
05-06 Emits Vapours; determine what effect the gases have and what types of lifeforms they affect.
07-08 Extra limbs; D4, D6, D8, D10, D12 or D20 extra arms, legs or heads or a mixture of each.
09-10 Fat; appears overweight but is pure muscle, +1 STR.
11-12 Featureless; a totally blank face and body. No eyes, ears, nose, mouth, nipples, etc. The character can somehow still see, hear, smell and breathe normally. For food and drink he relies on solar sustenance. 
13-14 Flat Billed; platypus type beak.
15-16 Frilled; lizard type vane around the neck.
17-18 Headless; Sensory organs are located on the main torso.
19-20 Horned; Up to D4 horns on head which do D6 damage each.
21-22 Huge Jaw; neck length.
23-24 Large Eared; hear +20% better.
25-26 Large Nostrils; smell +20% better.
27-28 Long Limbed; arms reach down to the knees or even ankles.
29-31 Lumpy; over most of the skin.
32-34 Mandibles; like an insect with STR equal to double the normal attribute.
35-37 Multiple Mouths; up to D6 extra mouths located on various parts of the body.
38-40 Prehensile Limbed; can use legs and toes for the same purpose as arms and fingers.
41-43 Rough Skinned; course like a shark.
44-46 Segmented; like a centipede.
47-49 Serpentine Scaled; D100% of body is covered in scales.
50-52 Sharp Teeth; +D4 damage.
53-55 Skinny; practically anorexic. -1 STR, +2 MR due to lighter frame.
56-58 Slimy; very difficult to catch or hold on to due to his slippery skin. +2 AC.
59-61 Slit Featured; has slits instead of eyes, ears, nose and mouth.
62-64 Spined; like a porcupine. Length, shape, colour, hardness and function (possibly venomous) is left up to the GM.
65-67 Split Body; 2 torsos on top of 1 set of legs.
68-70 Stalk faced; like a snail.
71-73 Striped; like a zebra.
74-76 Sturdy Quadroped; walks around on all fours.
77-79 Suckers; same as the adhesion Minor Power. They can be located on the fingers, chest or wherever else desired.
80-82 Tail; either thin but strong like a monkey's allowing the life form to lift his own body weight using it, or a thick and powerful bludgeoning weapon.
83-85 Tentacles; finger or arm.
86-88 Tough Skinned; natural AC 2.
89-91 Transparent Body; can see right through his body. Note he is not totally invisible as his outline can be made out.
92-94 Twitchy: shakes a lot.
95-97 Veined Skin; skin is semi transparent with arteries and veins clearly showing through.
98-00 Webbed; between its fingers or toes or both.

 

Classes