Experimenting On Superbeings
Experimenting On Superbeings Optional Table by Stone Gargoyle
This is a system I find handy in both discouraging players for asking for more powers and in determining the result of attempts to augment already built existing characters and NPCs. Since I recently updated it, I decided to post it here. It requires the use of Brett Hegr's Mutant Traits tables or the recently modified version Mutant Characteristics Table Redux by Mephisto.
Step One: First you have to determine if the scientist can even understand how to do it, rolling a Xenobiology roll with a penalty of -20% up to -40% to determine the superbeing's chemical makeup/biology.
Step Two: If an experiment is performed, I next roll on the Experiment Success Table as follows:
Experiment Success Table
- 01-10% Horrible failure; the subject is vaporized, explodes, etc. with no save vs. Coma/Death
- 11-20% Horrible failure; subject must save vs. death. If successful, they still wind up in a coma.
- 21-30% Horrible failure; subject must save vs. coma/death. If successful, they still wind up losing any super powers they had.
- 31-40% Failure, but subject devolves (roll on Animal Traits Table One)
- 41-50% Failure, but subject develops combat mutations (roll on Combat Mutation Table)
- 51-60% Failure, but subject gains defensive mutations (roll on Defensive Mutation Table)
- 61-70% Success, but with unwanted cosmetic mutations (roll on Cosmetic Mutation Table)
- 71-80% Success, but with side effects (roll on Experiments and Powers Table D, HU2 p. 116)
- 81-00% Successful experiment with no side effects or unwanted mutations
Step Three: If successful, I next roll on the Powers Granted Table below:
Powers Granted Table
- 01-10% No apparent powers, as powers are latent or dormant, requiring further triggers or to be passed to next generation
- 11-20% Subject gains a minor super ability at half power (half range damage and duration)
- 21-30% Subject gains one minor super ability at full power
- 31-40% The subject gains one major super ability at half power (half range, damage and duration)
- 41-50% The subject gains one major super ability at full power
- 51-60% One of their existing minor super abilities gains twice the power (twice range, duration and damage)
- 61-70% One of their existing major super abilities gains twice the power (twice range, duration and damage)
- 71-80% Subject gains two minor super abilities at full power
- 81-90% Subject gains one major and one minor super ability at full power
- 91-00% Subject gains two major abilities at full power