Kittenstomp's Experimental Side-Effects Table
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Eexperimental side-effects table by Kittenstomp
Resulting Side-Effect
- 01-04: Constant Power: One of the experimental superhuman's powers cannot be turned off. Characters with flight will be unable to stop hovering, super strong characters will accidentally break fragile objects etc. This can be just plain annoying, extremely conspicuous or a danger to everyone. On the plus side the power in question works at two levels higher than normal.
- 05-08: No Facial Features: Except for a slit mouth, two tiny holes for nostrils and a slight ridge above what were once eye sockets but are now small narrow eyes and button sized ears, the face is featureless. Despite this physical deformity the character can breathe, hear, speak and see well, or better than ever. Perfect 20/20 vision, can see in the infrared and ultraviolet spectrum (600’), sharper sense of smell and hearing, and a highly flexible voice box. +2 on initiative, and is +20% to imitate voices as well. On the negative side, reduce PB by half and roll on the random insanity table resulting from trauma.
- 09-12: Special Diet: The superhuman either requires 1d4+1 times the normal amount of food or a special dietary supplement, drug or similar. Being deprived of this diet for more than a week will reduce the character's powers by 50% and begin the onset of starvation. The characters powers will disappear entirely after 30 days and he will die after 60. On the plus side the character is impervious to disease and fatigue as long as he is on his special diet.
- 13-16: Singular Powers: The experiment has more abilities than most superhumans but has the disadvantage of being able to use only one of his abilities at a time. The character gains an additional two minor superpowers or one major.
- 17-21: Completely Hairless: All of the superhuman’s hair has fallen out.
- 22-26: Finite Battery: The superhuman has only a finite amount of energy that decreases over time. At level 1 the character's powers function at 10th level proficiency and are reduced by one level for every level of experience gained. By 10th level all superpowers will disappear entirely. At level 11 select two minor powers OR one major superpower, these powers will function at level 1 proficiency and advance as normal.
- 27-31: Increased Mass: Physical proportions are unchanged but mass/weight is increased; add 1d4x100 lbs to weight, decrease speed by 20%, and the character is -10% to climb, acrobatics and gymnastics skills. Add 1d4x10+20 SDC, 1d6+4 to PS and +6 damage to punches.
- 32-37: Does not need to Breathe: The character does not breathe air and is impervious to poisonous gases. On the downside, the character has no sense of smell or taste.
- 38-42: Chronic Pain: On the positive side, the character is impervious to pain and can endure damage up to 32 points below zero before collapsing. On the negative side the character suffers constantly from some pain and is -1 on initiative, -5% on all skills and -1 to PE.
- 43-48: Sporadic Powers: The character's powers have a habit of shorting out. Constant powers have a 20% chance of shorting out for 1d4 minutes every 10 minutes. Powers that require activation have a 30% chance of failing to work when activated but will be accessible within 1d4 melee rounds. On the plus side, the character's sporadic superhuman biology occasionally generates new powers. At levels, 4, 8, 12 and 15 there is a 50% chance that the character will develop a new powers, (01-70% minor, 71-00, major.)
- 49-54:Constant Glow: The character glows faintly in the dark, -40% to prowl rolls in darkness.
- 55-60: Requires Energy for Nourishment: Cannot eat or drink normal food; must absorb energy such as electrical, light or heat energy. Must have 200,000 amps or 6 hours of direct light every day. On the good side, the character never gets hungry nor fatigues as long as exposed to sunlight and takes half damage from energy weapons.
- 61-65: Chemical Resistance: The character automatically combats any chemicals put in his bloodstream and is +5 to save against all chemicals, drugs, toxins and pollutions. He is only +2 to save vs. magical potions. Even if the character fails to save, all penalties, effects, duration and damage are half as normal. This applies equally to pain killers and beneficial lifesaving chemicals as well.
- 66-69: Mentally Unstable: The experiment has greatly upset the superhuman's brain chemistry. Roll twice on the random insanity table.
- 70-74: Must Physically Transform: Every time the character wants to access his powers he must grow 1d4 feet in height, add 3d4x10 pounds to weight, and roll on the Mutant Characteristics table. On the plus side, add 2d4x10 to SDC and 1d6+4 to PS.
- 75-78: New Life Form: The character's DNA has been so hideously abused by the experiment that he could be considered a new life form. Roll 1d4 times on the mutant characteristics table and once on the Alien Physiological Modifications due to Unearthly Environments table in the Aliens section. This reflects the character's entirely new biology. He may require special environmental considerations to interact with humans and will be sexually incompatible with human genetic material. The character will need to get used to the idea of not passing on a biological legacy.
- 79-84: Odd Skin Pigmentation:
- 01-10: Yellow
- 11-20: Green
- 21-30: Red
- 31-40: Grey
- 41-50: Light Blue
- 51-60: Stark White
- 61-70: Dark Blue
- 71-80: Coal Black
- 81-85: Purple
- 86-90: Orange
- 91-95: Two colors
- 96-00: Metallic looking skin
- 85-90: Unhealthy Powers: The experiment was a success but the character's powers constantly threaten to burn out his body. Constant powers such as enhanced attributes and senses cause a mild head ache, (-5% to skills and -1 on initiative) while powers that require activation pose much more significant risks. Using any one power for more than 1 minute at a time will inflict 1d6 damage for each additional minute first to SDC and then to HP. After 10 minutes this "burn-out" becomes more intense, inflicting 4d6 damage a minute or 1d6 a melee. On the plus side, the character's unhealthy powers work at 3 levels of experience higher than normal which may be the reason for the damage in the first place. Healing powers cannot be used to heal "burn out" damage until all powers except for constant and healing abilities are off.
- 91-95: Hair Growth Stimulated: Triple all body hair growth and dispersion.
- 96-00: Hidden Mutation: The experiment looks like it went off without a hitch. However, 1d6 levels after first the superhuman will mutate. Roll 1d4 times on the Mutant Characteristics table, re-roll one power and gain an additional minor superpower.