Xenomorphology

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Xenomorphology [Major] by Iczer

'Oh what have I just turned into?'

The character can transform into creatures of inhuman origin. His transformations are random expressions of genetic alteration. It takes two actions to transform, and when the character does, randomly roll for the following:

IQ, ME, MA HP and SDC: remain the same.
PS, PP and PE: roll 4D6.
Spd: 6D6
Roll on the alien species chart, and then roll twice on the mutations chart. Apply all bonuses to the new form except SDC.
Size level: In the Mutant animal section, roll 2D10 to determine the new species size level. Apply attribute modifiers (include SDC this time). Creatures over SL 13 have extraordinary PS. Over 18 is superhuman.

The new creature has a 30% chance of having partial biped, and 30% chance of having partial hands. There is a 60% chance of having partial speech (otherwise the character is able only to make animal sounds)

HTH forms are impossible while in an alien shape. The character has +1D4 to Strike, parry and dodge (roll for each) and +1D6 to Initiative. These bonuses do not include any possible PP bonus or bonuses for other powers (aside from attribute and SDC bonuses) Number of attacks remain unchanged.

The character can memorize one form per level. Once he has rolled up something that appeals, he may spend a week in that shape. He may use that form at any time rather than roll a random one (he may continue to adopt random forms if he chooses)

(Special: At the character's option, he may lower his number of powers by 1 at character creation. If he does this he may select one biological minor power of choice when he mutates. This selection may be performed after the new form has been generated (though the power of any memorized forms remains constant) The GM has final veto. He may allow EE: fire (flame breath) but not EE: electricity. He may allow healing factor but not ex: spd.)