Freak Creation

 

Simple refered to as freaks, these mutations of nature are the effects of radiation on cyborgs, they are outcasts of the remaining society, but seek life in smaller towns where more of them live. Most of them are extreemly intelligant, the rest are nearly braindead. They can have several advantages, and some disadvantages. When Creating a freak you have several options to choose to have for your freak.

You have 15 points to spend on mutations for creating a freak. Here is a list of mutations, what they do, and how many points they cost.

All mutations that you use to attack opponants use the hand to hand combat skill except for Telekenetic mutation.

Mutation

Cost

Description

Telepathic

15

You can tell if someone is telling the truith or not. You gain +25 to intellegence.

Teleknetic

15

This is the ability to move things with your mind. For moving a large object you can combine your brawn with your intellegence to help move it. This gives you a +10 to intellegence. You may use a mind attack 1d6+2. Use the normal combat rules except instead of using your combat skill use your intellegance to see if you hit or miss.

Fangs

2

Your teeth have mutated and are razor sharp fangs which can be used to bite for 1d4+1 damage

No Thirst.

4

You can go over a month with out water. And over 2 months with out food.

Improved Intellegence

5

You get a 10 to Intellegence.

Improved Brawn

5

You get a plus 10 to Brawn.

Disease Immune

10

You are immune to all diseases.

Poison Immune

15

You are immune to all poison.

Disturbed Personality

-15

Noone likes you because every 25 rounds you do something unpredictable Roll a 1d6 to determine what they do.

1 - attack ally

2 - freeze for a turn

3 - Nothing

4 - attack nerest object or person

5 - yell uncrontrollably

6 - nothing

Extra Leg

3

Increases quickness by 5

Extra Arm

5

This gives you a +5 to quickness, +5 to brawn and you can cary and use an extra weapon or item. i.e. you could be shooting at someone while setting a explosive charge.

Tail

1

Gives you a 3ft tail that you can wag, swing around.

Dulled Intellegence

-5

-10 to intellegence (minimum of 5 INT must be maintained at all times, you may not add this if it would cause your INT to go below 5).

Horn S/M/L

1/2/4

You have a small, medium or large horn growing out of your skull which can be used to gore your opponents

Small - 1d4

Medium 1d6+2

Large 2d4+1

Claws

2

Adds +2 to each fist attack you do.

Tail Upgrades

Cost

Discription

Clubbed Tail

2

There is a hard and heavy mass of bone with no nerves on the end of the tail, which can be swung at opponents causing 1d6+2 damage

Spiked Tail

2

Your tail has several spikes and studs towards the end of it which can be swung at opponents causing 1d4+3 damage.

Tail Controll

2

You can use your tail aswell as you can use your hand, you can wrap it around objects and lift them off the ground. Brawn is used to determine how much you can lift.

Extended Tail

1/2

You may spend a half point to add 1 ft to the tail upto 6 additional ft.

Spear Tail

4

The end of your tail is extreemly sharp and pointed. It resembles a crude spear and can be used to stab an opponant for 1d8+1 damage

Spiked Clubbed Tail

5

A combonation of a clubbed tail and a spiked tail, It can be swung at an opponent for 1d6+5 damage

Clubbed Spear Tail

5

A combonation of a spear tail and a clubbed tail, it can be swung at an opponant for 1d8+3 damage

Spiked Spear Tail

5

A Combonation of a spear tail and a spiked tail which can be swung an an opponant for 2d4+2

Spiked Club Spear Tail

8

A combonation of a spear, clubbed, and spiked tail. It can be swung at an opponant for 1d8+6 damage.