ORIGINS

Dice   	Physical Form	Sub-form  	Type Definition
Roll
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01-25  	Normal Human      		Column 2, Resources +1CS
      
26-30  	Mutant	Induced          		(altered human), column 1,
           						1 primary ability +1CS

31-33  	Mutant	Random   		(mutant with normal parents)
           						Column 1, +1 Power, End. +1CS
           						-1CS Resources

34-35  	Mutant	Breed   		mutant with mutant parents and 							more preceding generations, 							Inhumans)Column 1, Int +1CS, End 							+1CS, 1 'race' contact

36-38  	Android       			Column 4, Pop -1CS, 1 ability 							+1CS, +1 Power, contact (creator)

39-46  	Humanoid Race    			Column 5, 1 ability +1CS, Res Pr,
           						1 contact (race)

47     	Surgical Composite    		(ex. Frankenstein's Monster)
           						Column 2, F,S,E +1CS, Resistance
           						to mental domination -1CS, Pop 0,
           						Res. Pr, heal twice as fast,
           						1 contact (creator)

48-49  	Modified Human: Organic   	heal twice as fast

50-51  	Modified Human: Muscular   	S,E +1CS

52-53  	Modified Human: Skeletal   	+1CS resistance to physical 							attacks

          			ALL THREE: one less power

54-57  	Modified Human: 			Extra Parts	Arms: F +1CS
		 					Duplicate Organs: Double Health
          						Tail: 1 additional attack
          						Wings: Flight

          			ALL: one less power

58     	Demihuman: Centaur   		S +1CS, 4 areas/round ground 							speed, Fb climbing

59     	Demihuman: Equiman   		+1CS kicking damage

60     	Demihuman: Faun    		Pop 0, Fb mental domination
           						over females

61-62  	Demihuman: Felinoid   		Tail, Claws, Ex night vision, +1CS 							Climbing

63-64  	Demihuman: Lupinoid   		Ex smell, -1CS Pop, teeth, claws

65-66  	Demihuman: Avian   		Flight, Pop +1CS, (harpies +1CS F)

67     	Demihuman: Chiropteran  	Flight, Active Sonar Gd, Pop Fb

68     	Demihuman: Lamian   		50% chance of Ex poison, +1cs 							Escape, Pop 0

69     	Demihuman: Merhuman   		Water Freedom, Pop +1CS, limited 							ability on land

70     	Demihuman: Other

71-72  	Cyborg: Artificial  		(Deathlok)
                       				limbs/organs   Int -1CS, powers 							originate from limbs/organs

73-74 	Cyborg: Exoskeleton
  
75-76  	Cyborg: Mechanical Body		-1CS Psyche, Mn res. to disease 							and Column 4
			

77-79  	Cyborg: Mechanically Augmented    Column 3, Res. Gd
			

80-82  	Robot: Human Shape		Column 4, Pop 0
			

83-84  	Robot: Usuform   			Column 4, (Not human)

85-86  	Robot: Metamorphic  		Column 4, additional forms at 							-1CS on physical stats

87     	Robot: Computer  			Column 4, Re +2CS, F -1CS, Res. 							+1CS, must have additional powers 							to move or manifest, decreased 							res. to electr. Magnet. or phasing 							attacks

88     	Angel/Demon     			Angels +2CS Pop, Demons -2CS, All 							phy abilities +1CS, Demons: Gd 							fire generation and specific 							invuln. to Heat and Fire, Angels: 							Artifact Creation: Sword of Ex 							damage, both have no contacts and 							must have a weakness
							
89     	Deity      			      All primary abilties +2CS, at 							least one
	           					travel power, +2 powers, +2CS Pop

90     	Animal      		     	Column 1 (alien animals column 5),
	           					1 less power, 2 detection powers 							at Gd rank, Resources are 0 unless 							'owner' with more resources.

91     	Vegetable      			-1CS S,E per day without 							water/sun,
	           					Column 1, Resources 0, Gd 							Absorbtion Power, F -2CS, End +2CS

92     	Abnormal Chemistry    		End +1CS, Column 2


93     	Mineral       			Immune to poison and diseases that 							affect normal humans, Column 2, 							double health, Move -1CS

94     	Gaseous
             
95     	Liquid 		            (Energy Control is optional), 							physical Column 5, Energy 							Emission, contact does Fe damage
96     	Energy				
           					
			
97    	 Ethereal      			Column 1, F Sh0 unless vs. other 							ethereal Physical attacks do -9CS 							damage, Spirit Vampirism destroys 							the spirit form, 1 contact must be 							a Medium

98    	 Undead       			Column 1, S,E +1CS, Weakness
        
99     	Compound       			Combination of above types
           						01-50 2 types 50% of the 								adv/disadv
           						51-75 3  33%
           						76-95 4  25%
	       					96-00 5  20%

00     	Changeling      			The character can change between
	           					multiple of the above types, but 							roll on Column 5
	           					01-50 2 forms
      	     					51-75 3 forms
           						76-95 4 forms
          						96-00 5 forms
          						If one of the forms dies the 							character lives
	           					if he makes a Red Psyche FEAT, he 							cannot change into the dead form 							thereafter.


    Source: geocities.com/area51/vault/7732

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