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In the past, superhumans didn't have a Horror Factor. I've changed that. In this
document some of the traits add to the Horror Factor, so superhumans have a base
Horror Factor of 4. If the Horror Factor minor ability is posessed (page 18 of
Villains Unlimitedtm), use the 10 as the base. The maximum Horror Factor is 18.
You'll find descriptions of the Horror Factor in Rifts RPG, Beyond the
Supernaturaltm, and the Nightbanetm RPG.
The perception rules, like Horror Factor, are completely optional. You can find a
description of them on page 66 of the Nightbanetm RPG. I find they fill a void in
the Palladium system.
When damage is stated to be "in addition to the damage of a normal punch," I
refer only to supernatural strength! Such things do the listed damage if the mutant
has normal strength (meaning a 1d4 damage punch). Of course, damage bonuses
probably apply. The damage in addition to punch damage reflects the supernatural
strength behind the natural weapons.
Mutation Table
01-30 No Mutant Traits: Completely human in appearance and physiology, save for the
superhuman abilites present.
31-45 Cosmetic Mutation: Roll once on the Cosmetic Mutation Table
46-60 Random Mutation: Roll once on the Random Mutation Table
61-75 Semi-Random Mutation: Roll once on the Random Mutation Table and also
choose a table to roll on, for a total of two mutant traits.
76-85 Broad Mutation: Roll once on the Cosmetic Mutation Table and twice on
the Random Mutation Table.
86-95 Broad Mutation: Choose one mutant trait from any of the tables and roll for two
more on the Random Mutation Table.
96-00 Extreme Mutation: Roll for 1d4+3 mutant traits from the Random Mutation
Table.
Random Mutation Table
01-10 Roll on the Cosmetic Mutation Table
11-20 Roll on the Strange Hair Growth Table
21-30 Roll on the Skin/Hair Coloration Pattern Table
81-90 Deep
91-00 Metallic
Factor, plus the character has either underwater vision equal to normal vision or
nightvision for 50ft (choose one of the two).
71-76 Insect Eyes: The eyes are slightly bulged out and look like a fly's or a bee's eyes.
Add +1 to perception, dodge, and Horror Factor, +2 to initiative, but subtract 1d4+1
from the P.B. attribute. The character also has ultraviolet vision (600ft range) and
polarized vision (can tell directions by looking at the sun with 95% accuracy).
77-82 Feline Eyes: The eyes are extremely cat-like in appearance. The character has
nightvision for 50ft. Add either +1 to the P.B. or Horror Factor (choose).
83-88 Third Eye: A third eye is located somewhere in the head of the character,
granting a bonus of +1 to initiative and +1 to parry and dodge. Subtract 1d4 from the
P.B. and add +1 to Horror Factor. The eye can have any appearance and color of the
player's choice.
89-94 Widely Spaced or Multiple Eyes: The character has a total of 1d6+2 eyes
(located in any style about the body), or the two eyes are widely spaced (like a rabbit or
fish). Subtract 1d4+2 from P.B., but add +2 to Horror Factor, +1 to initiative, +1 to
strike, +1 to parry and dodge, and +2 to perception.
95-00 Perfect Eyes: The eyes are normal in all appearances, but the vision is perfect and
the character can read the words on a road sign at a distance of 1/2 mile away. The
character also has polarized vision and a bonus of +1 to perception.
Strange Hair Growth Table
01-15 Very bushy, full head of hair.
16-30 Very hairy all over the body, head, arms, legs, chest and back. Clearly human
hair. About three times the normal amount.
31-45 Human hair all over the body, so thick that it resembles fur. About six times the
normal amount.
46-60 Short, half inch long fur covers most of the body except the face, feet, and
hands.
61-75 Fur, 1d4 inches long, covers most of the body except the face, feet, and hands.
76-90 The hair on the head (not beards and eyebrows) grows at ten times the normal
rate, roughly one foot of growth per month.
91-00 No body hair at all.
Skin/Hair Coloration Pattern Table
01-14 One Solid Hue: The skin/hair is one solid color with little variation. Roll for
a color.
15-28 Striped: The skin/hair has a striped pattern, like a zebra, tiger, or any other sort of
creature. Roll for one main color, plus any number (player's choice) of colors and styles
for the stripes.
29-42 Spotted: The skin/hair is spotted, like a leopard or any other form of spotting or
speckling. The pattern and stylization of spots is determined by the character (on the
back only, forearms and legs, side of the head, at the end of the hair, etc.) Roll for one
main color and one to three other colors for the spots.
43-56 Mottled: Similar to the spots, the skin/hair has large patches that are one color
and those of other colors (like your standard black and white cow). Roll for a
maincolor and 1d4 colors for the strangely colored patches.
57-70 Rainbow: Roll for 1d6+2 different colors. These colors bleed and blend into one
another to give the skin/hair a multicolored hue.
71-85 Duotone: The character has a coloration pattern similar to that of a penguin, killer
whale, or shark (one color on the top/back and one on the bottom/front). In the case of
hair, there might be a mohawk of hair that is a different color (a la Rogue), or the hair
might fade into a second color, etc. Roll for two colors, player decides the style.
86-00 Camouflage: The character has a skin and/or hair coloration that allows him to
blend in well to a certain environment. Choose one of the following environment types:
desert, air, shallow water, deep water, forest, mountain, plains, arctic, jungle, swamp,
and outer space (or any other conceivable environment). In this environment, add a
+15% bonus to the Prowl skill or allow a 30% +5% per level skill in that environment
only.
Animal Traits Table One
01-10 Lightweight Bones: Like a bird, the bones are made of a strong internal network
of fibers. Reduce weight and S.D.C.tm by 10%, but add +1 to dodge and parry and add
+20% to Spd. (applied to flight and super speed powers too).
11-20 Oxygen Retention: The character can store oxygen within his body and draw
upon it when necessary. It will last two minutes per point of P.E. It can only be used in
an environment with an atmosphere - using it in a total vacuum will cause the character's
lungs to explode. This provides the ability to survive for extended periods underwater
(like a dolphin) or in an environment with a toxic atmosphere.
21-30 Gills are located either behind the ears, along the jawbone, along the ribs, or on
the back of the character. They must be uncovered to function properly. These allow the
character to breathe normally underwater without limit, plus be able to breathe air. Add
+1 to P.E.
31-40 Webbed Feet/Hands give the character a +30% bonus to the swimming skill (or a
base skill of 70% +5% per level), a +2 to parry and dodge in water, and a swim speed of
triple his Spd. attribute. Bonuses from the swimming skill are not applicable
(S.C.U.B.A. gets the bonuses as normal). -1 to P.B. attribute.
41-50 Quills/Spines: The character has porcupine-like quills sprouting from his back,
forearms, head, and legs (and tails, if possessed). They provide +10 S.D.C.tm and an A.R.
of 10. Any hand-to-hand attack roll lower than an 11 causes 3d6 damage to the attacker
(character takes no damage). A body block does 4d6 damage and a backhand/forearm
does 2d6 damage. Add these damages to the punch damage if supernatural strength is
possessed. Quills are not shot out of the body, but can be plucked and used as daggers
for 1d4 damage. Reduce the P.B. by 1d4+1, but add +2 to Horror Factor.
51-60 Water Storage: The character can survive without water for two days per gallon
drunk. Rougly one gallon can be drunk per minute, up to a maximum number of gallons
equal to half the P.E. attribute. The extra water is stored in fat cells on the thighs,
backside, back, and shoulders. At maximum load, reduce speed by 20%. Add +1 to the
P.E.
61-70 Hibernation: This is the ability to slow the metabolism down to a point of nearstopping, similar to an opossum. In the rested state, the character needs no food and only
10% of the normal amount of oxygen (or whatever air is breathed). There are two levels
of hibernation. The first takes two melee actions to achieve and can last for one hour per
P.E. point, plus the character is still completely aware. It takes 4d6 minutes to enter the
second level, where hibernation can be maintained for one month per two points of P.E.
It requires 5d6 minutes to return to normal from a deep hibernation. During deep
hibernation, the character is not very aware at all. In either case, the character will
appear to be dead unless examined by a physician.
71-80 Sucker Cups: These are positioned on the feet and hands (at least - maybe other
places too). They provide the abilities listed under the Adhesion minor ability on page
163 of Heroes Unlimitedtm. -1 to P.B. attribute.
81-90 Flight Membrane: Flaps of skin between the arms and legs allow the same
abilities as listed under the Flight: Glide minor abililty (page 166 of Heroes Unlimitedtm.
-2 to P.B. attribute.
91-00 Dexterous Hands: The hands could look rather racoon- or chameleon-like (two
thumbs and three fingers), could have an extra or missing finger(s), etc. Whatever the
case, add +10% the climbing skill and +5% to skills requiring manual dexterity.
Animal Traits Table Two
01-10 Predatory Instincts: The character has an innate hunting sense. Add +1 to
initiative, +1 to strike, +1 to perception, +10% to prowl, +1 to P.P., and +1 to P.S.
11-20 Prey Instincts: Avoidance and speed are the benefits of a prey's instincts. +1d6 to
Spd., +1 to P.P., +1 to perception, and +15% to prowl.
21-30 Butylmercaptan Spray: This (or some other chemical) has an extremely
offensive smell. It's the same chemical that skunks spew. It can be used once per day per
two points of P.E., and victims who fail a save throw vs non-lethal poison will fall
unconcious for 1d4+4 minutes (or as long as he is subjected to it). Those who smell it in
all its powerful stench are -2 on initiative and -4 to strike, parry, and dodge. The smell
remains for 14+1d4 days. Note that characters with advanced senses of smell are -4 to
save.
31-40 Bioluminescence: The character's body, or some part of it, can generate light
from a biochemical reaction. The light produced is equal to about 50 watts (enough to
read by) and can be seen from a few hundred feet away. Only one color can be produced
(even ultraviolet or infrared), and the player may choose what that color is.
41-50 Natural Toxin: This toxin is either released via skin contact or by bite. The toxin
will last for 2d4+2 minutes if it has an extended effect, and can be used up to four times
an hour. The player must choose one type of toxin, either poison (1d6 damage to hit
points), vertigo/nausea (-4 on initiative and -2 to strike, parry, and dodge), paralysis
(takes effect in a melee and the victim cannot move), or weakness (lose one attack, cut
P.S., P.E., and Spd. in half for the duration).
51-60 Silk Spinning: Similar to that spider-guy's artificial webbing, the character can
emit strands of sticky material. The webbing has a range of roughly 50ft and a long
strand of it can support the character's weight plus ten pounds per P.E. point. Getting
blasted with a bolt of the stuff cuts the number of melee attacks in half, results in the
loss of initiative, and -3 to strike, parry, and dodge. Tagging an arm prevents weapon
attacks with that limb and reduces attacks by one. Webbing the legs cuts speed down to
3 and reduces the number of attacks to one. Covering the face causes blindness, possibly
asphyxiation. It takes 1d4+2 melees of constant effort to be free of the material. Binding
targets is possible too. One squirt has an S.D.C.tm of 20, lasts for 1d4 minutes, and
requires a P.S. of 15 to pull free. Each additional spray adds +5 S.D.C.tm, +1 minute
duration, and another +1 to the required P.S. to break free. The character has a bonus of
+2 to strike at level one, +1 more at levels four, seven, and ten. The character can store
two blasts per point of P.E. and recovers the webbing at the rate of one-fourth (round up)
the P.E. per hour. It should take eight hours for the character to go from empty to full.
61-70 Heat Pit: Like a pit viper, the character has the ability to sense high temperatures
within a 50ft radius. The sensing has an accuracy of 45% +5% per level and requires one
melee action to execute. It is not fast enough to provide a general location of invisible
beings, hence no bonuses. Temperatures from about 75 degrees Fahrenheit on up can be
sensed with a relative degree of intensity (low, body temperature, high, flaming hot, etc.)
Tracking via the heat pit is done at -15%, roll once per 50ft of ground covered.
71-80 Fat Layers: Increase weight by 20%. The character takes half damage from cold
based attacks, gains +20 S.D.C.tm and an A.R. of 6, plus can survive for several days in
artic temperatures (like those found in deep oceans). -2 to P.B. attribute.
81-90 Antennae: Two antennae sprout from the character's forehead, giving advanced
sensory abilities. Use the abilities found on page 115 of Aliens Unlimitedtm for antennae.
Or, if that book is not possessed, the antennae have the minor abilities of Heightened
Sense of Smell, Touch, and Hearing.
91-00 Fast Metabolism: The character has a very high energy level. Add +3 to P.E., +1
to P.P., and +1d6 to Spd. The character is also +2 to save vs poisons, toxins, and other
harmful chemicals and only suffers for half the normal duration. The character only
needs four hours of sleep a night, but eats twice as much.
Neural Mutation Table
01-05 Extraordinary Intelligence: Add +1 to perception, +5% to all skills (except
53-60 Single Horn: One unicorn-like horn projects from the character's head (back,
front, side, whatever). It is 4d6 inches long and does 1d6 on a slash or 2d6 on a stab (or
half the damage of a punch, if supernatural strength is possessed).
61-70 Large/Multiple Horns: The horns could be situated in a crown formation, curled
like a ram's, or as broad as an elk's. Generally, they add +1 to Horror Factor and a head
butt does 2d6 damage (or half the damage of a punch, whichever is more).
71-80 Biting Teeth: The teeth are designed for rending flesh. They might look like a
dog's, a vampire's, or a pirhana's. In any case, they do 2d6 damage (or half the damage
of a punch plus one die, whichever is more) and add +2 to Horror Factor.
81-90 Cutting/Gripping Teeth: The teeth are similar to those of a beaver or a gerbil in
that they are shaped well for clamping down. They do 2d4 damage (or half the damage
of a punch, whichever is more) and add +1 to Horror Factor.
91-00 Forearm Blades or Knee and Elbow Spikes: These are normally retractable
(optional) and a knee or elbow strike does +1 die of damage than a punch or kick (1d4
punch means 2d4 blades). Add +10 to S.D.C.tm +1 to Horror Factor when extended only.
Alternately, forearm blades can be possessed in place of the knee and elbow spikes (and
the bonuses too). In this case the blades do two damage dice more than a normal punch
(1d4 punch means 3d4 blades).
Defensive Mutation Table
Unlike most other tables, a character is limited to having only one form of full-body
armoring (the first four options). All others can be combined as normal with each other,
but not the full-body armorings. The armor can take on virtually any form (armadillo,
crab, metal skin, alligator, etc.) Lastly, it is molted off like a snake shedding skin (or
some other means), but cannot be removed without extensive surgery and will
eventually grow back.
01-10 Plated Skin: The skin is covered in thin plates, with open spots of skin at the
joints and places of major movement. Add +15 S.D.C.tm, +5% to weight, +1 to parry, and
the character has an A.R. of 6. Reduce P.B. to 85% the normal value, but add +1 to
Horror Factor.
11-19 Light Armor: A.R. 8 and S.D.C.tm +20, add +10% to weight and +1 to Horror
Factor. Reduce P.B. to 75% the normal value.
20-27 Medium Armor: A.R. 10 and S.D.C.tm +40, add +15% to weight and +2 to
Horror Factor. Reduce P.B. to 70% the normal value. The character can damage stone
and metal structures.
28-34 Heavy Armor: A.R. 12 and S.D.C.tm +60, add +20% to weight and +2 to Horror
Factor. Reduce P.B. to 65% the normal value. The character can damage stone and metal
structures.
35-40 Extra Heavy Armor: A.R. 14 and S.D.C.tm +80, add +30% to weight and +3 to
Horror Factor. Reduce P.B. to 60% the normal value. Fire and cold attacks do half