Attributes will simply be rolled 3d6 in order. Quick, traditional and fraught.
However, as a slight twist, every attribute rolled which is below average (i.e. 8 or lower) grants the character a beneficial mutation from the lists in Mutants & Mazes. Scores of 7 or 8 grant a class 1 mutation, 5s or 6s grant a class 2 mutation, and 3s or 4s grant a class 3 mutation. Where applicable (class 2 & 3) there's a 50% chance of the mutation being physical, and a 50% chance of it being mental.
For ease of reference I've compiled mutation tables which include the experience level at which each mutation becomes active. For mutations which first activate at 2nd level or higher, I think I'll create a list of pre-active variations, so that the mutation has some use before its main effect "goes live". For example energy retaining cell structure, which is fully active from 3rd level, would perhaps allow a 1st or 2nd level character to discharge a minor shock (1d6 damage) once per day.
Class 1 Physical Mutations
d10 | Mutation | Level |
1 | Aberrant Form | 1 |
2 | Dwarfism | 1 |
3 | Echolocation | 1 |
4 | Epidermal Photosynthesis | 1 |
5 | Gigantism | 1 |
6 | Night Vision | 1 |
7 | Prehensile Tail | 1 |
8 | Spiny Growth | 1 |
9 | Thermal Vision | 1 |
10 | Ultraviolet Vision | 1 |
Class 2 Physical Mutations
d00 | Mutation | Level |
01-11 | Energy Retaining Cell Structure | 3 |
12-22 | Fragrance Development | 1 |
23-33 | Increased Balance | 1 |
34-44 | Increased Physical Attribute | 1 |
45-55 | Increased Sense | 1 |
56-66 | Natural Armor | 1 |
67-77 | Optic Emissions (bright eyes) | 5 |
78-88 | Shriek | 1 |
89-95 | Toxic Weapon | 5 |
96-00 | Unique Sense | 1 |
Class 3 Physical Mutations
d12 | Mutation | Level |
1 | Chameleon Epidermis | 1 |
2 | Complete Wing Development | 1 |
3 | Density Alteration (Self) | 7 |
4 | Dermal Poison Slime | 1 |
5 | Dual Headed | 1 |
6 | Energy Ray | 4 |
7 | Metamorph | 7 |
8 | Optic Emissions (gamma eyes) | 5 |
9 | Parasitic Control | 7 |
10 | Quickness | 5 |
11 | Reflective Epidermis | 3 |
12 | Regenerative Capability | 1 |
Class 2 Mental Mutations
d12 | Mutation | Level |
1 | Ability Boost | 1 |
2 | Acute Hyper Healing | 3 |
3 | Combat Empathy | 1 |
4 | Empathy | 1 |
5 | Increased Willpower | 1 |
6 | Intellectual Affinity | 1 |
7 | Know Direction | 1 |
8 | Mental Barrier | 1 |
9 | Mental Phantasm | 5 |
10 | Metaconcert | 1 |
11 | Mind Thrust | 1 |
12 | Neural Telepathy | 3 |
Class 3 Mental Mutations
d00 | Mutation | Level |
01-04 | Accumulated Resistance | 1 |
05-08 | Ancestral Form | 11 |
09-13 | Body Adjustment | 5 |
14-18 | Control Light Waves | 5 |
19-22 | Control Weather | 10 |
23-26 | Damage Turning | 5 |
27-32 | Density Alteration (Others) | 7 |
33-36 | Disintegration | 11 |
37-41 | Dual Cerebellum | 1 |
42-46 | Flight, Psionic | 5 |
47-50 | Force Screen | 7 |
51-54 | Force Screen, Greater | 9 |
55-58 | Killing Sphere | 10 |
59-64 | Neural Telekinesis | 9 |
65-69 | Plane Shift | 9 |
70-74 | Possession | 9 |
75-78 | Precognition | 3 |
79-82 | Mind Reflection | 7 |
83-86 | Quick Mind | 7 |
87-92 | Teleport | 9 |
93-96 | Temperature Control | 5 |
97-00 | Vampiric Field | 12 |
Wow; nice job indeed! We've been messing around with something similar in regards to mutations, but got derailed a bit when we lost our notes and DM Muse went away. This is a nice, clean solution. Elegant even. That section on Mutant & Mazes is one of our favorite parts of the Mutant Future rules!
ReplyDeleteThanks, glad you like it garrisonjames :) I'm rather fond of the idea of giving a bonus for a low attribute roll -- that way everyone's a winner ;)
ReplyDeleteI'll post a PDF of my complete Carcosa / Mutants & Mazes chargen rules when I'm done, so keep an eye out for it.