GURPS After The End Random Mutations

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RANDOM MUTATION TABLES FOR GURPS AFTER THE END

Before rolling a random mutation, decide how realistic you


want your setting to be. TABLE B
Semi-Realistic 1d, 1d Mutation
All mutations are physically possible and most can be 1, 1-3 Toothsome
explained as lucky mistakes of biology, such as duplicated
body parts or enlarged organs. 1, 4-6 Razor Claws
2, 1 Mighty Roar
Cinematic
Many mutants have abilities which are near impossible 2, 2-3 Boosted Hemoglobin
without radical genetic engineering and some have traits not 2, 4-5 Self Restoration1
found in nature at all.
2, 6 Self Restoration 2
Next, roll on the following table to determine which
mutation table to roll on. 3, 1-2 Starfish Genes
3, 4-5 Unnatural Hardiness
1d Semi-Realistic Cinematic
3, 6 Aural Filters
1-3 Table A Table A
4, 1-2 Fast-Twitch Legs 1
4 Table A Table B
4, 3 Fast-Twitch Legs 2
5 Table B Table B
4, 4-5 Eagle Eyes 1
6 Table B Table C
4, 6 Eagle Eyes 2
5, 1-2 Hound Nose 1
5, 3 Hound Nose 2
5, 4-5 Outsize Eardrums
5, 6 Sound-Wave Recall
6, 1 Visual Filters
6, 2-3 Prickly
6, 4-5 Fins 1
Then roll 1d, 1d and consult the appropriate table. 6, 6 Fins 2

TABLE A TABLE C
1d, 1d Mutation 1d, 1d Mutation
1, 1-3 Thick Hide 1 1, 1-5 Acidic Blood
1, 4-5 Thick Hide 2 1, 6 Electrified Skin
1, 6 Thick Hide 3 2, 1-5 Suction Pads
2-3, 1 Brainy 2, 6 Nuclear Core
2-3, 2-3 Handy 3, 1-2 Adaptable Skin 1
2-3, 4 Mouthy 3, 3 Adaptable Skin 2
2-3, 5 Trampler 3, 4-6 Bellow Lungs
2-3, 6 Redundant Organs 4, 1-3 Natural Anti-Rad 1
4-5, 1-2 Flesh Pocket 4, 4-5 Natural Anti-Rad 2
4-5, 3-4 Super Strength 4, 6 Natural Anti-Rad 3
4-5, 5-6 Whiskers 5, 1-3 Winged Flight 1
6, 1-2 Bone Spur 5, 4-5 Winged Flight 2
6, 4 Resilient Brain 5, 6 Winged Flight 3
6, 5 Rubber Neck 6, 1 Black Sight
6, 6 Slimy 6, 2-6 Red Sight
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