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.
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