While After the Bomb was created primarily with idea of playing mutant animals in a post-apocalyptic setting, there are some people who may want to play the game as a non-mutant human.
We know they exist--primarily in the Empire of Humanity, so why not offer them as a playable species. In the Second Edition release, humans were included in the species chapter for players who wanted to play a mutant human, but nothing for non-mutant humans. The following steps should be used to create a non-mutant human:
Non-Mutant Human Creation Steps
Step 1: Attributes & Bonuses
Follow the rules for rolling attributes as they appear in the book.
Step 2: Background Education & Skills
You can use the backgrounds that appear in the books (just ignore any BIO-E bonuses) or the backgrounds created by Fubarius that appear in the previous posting. Alternatively, you can also use the education tables that appear in Heroes Unlimited if you want to create a character from before the Crash. Usually these characters are pretty old unless preserved by cryogenics or some other twist of fate.
Step 3: Hit Point & SDC
There has been some discussion as to what the base SDC for a non-mutant human should be in AtB. Typically "Average Humans" have 12 SDC, but historically Player Characters have been "above average". For this I'd put academic characters at 1D6+12; athletic characters 1D10+12.
If you want to run a more powerful game, I'd use a base SDC of 30 to 35.
Step 4: Choose an Alignment
Same as always.
Step 5: Round Out Your Character
While this step is entirely optional, complete tables for rounding out a character can be found in most of the contemporary Palladium settings. What I present here is a truncated version.
Size Level
01-12% Short: Size Level 7
13-30% Below Average: Size Level 8
30-50% Average: Size Level 9
51-75% Above Average: Size Level 10
76-00% Tall: Size Level 11
Age
01-25% Teenager: 14-19 years old (13+1D6)
26-50% Twenties: 20-29 years old (19+1D10)
51-75% Thirties: 30-39 years old (29+1D10)
76-85% Forties: 40-49 years old (39+1D10)
86-90% Fifties: 50-59 years old (49+1D10) Reduce Spd by 10%
91-95% Sixties: 60-69 years old (59+1D10) Reduce Spd by another 10%, Reduce PS, PP, PE by 10%
96-99% Seventies & Eighties: 70-89 years old (69+1D20) These characters were born before the Crash or soon after. Reduce Spd, PS, PP, PE by another 10%, Reduce skills by 10%, Modify perception rolls, initiative, combat bonuses, and number of attacks per melee by -2.
100% Nineties and older: These characters were born before the Crash and should use one of the contemporary Palladium settings to generate their education/occupation (I prefer the "Occupations & Skills" section found in Beyond the Supernatural 2nd Ed). Reduce all physical stats by half, and mental attributes by 20%.
Ethnicity
Since there is a high likelihood of mixed ethnicity, your roll only indicates your characters dominant ethnicity. Roll again, or choose, to determine your secondary ethnicity.
01-25% Anglo
26-45% African
46-55% Arabic
56-65% Asian
66-80% Hispanic
81-90% Indian
91-95% Indonesian
96-00% Native American
Monday, March 31, 2008
Creation of Non-Mutant Humans
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4 comments:
What happens if a non-mutant human encounter mutagens at a later date? Do they die? Could you give them BIO-E for mutations? Might this be a way to have mutant humans without the loss of their human traits? How about "purebred" lines of mutant humans?
If a non-mutant human were to encounter a mutagen at a later date I would suggest using the "Random Super Ability Section Tables" found in Heroes Unlimited 2nd Edition (pg 226). Or if the GM would prefer the mutagen could transfer X amount of BIO-E to the human, and follow the mutant human section in After the Bomb 2nd Edition.
As for "purebred" lines of humans, I don't think there could be such a thing unless they were genetically enhanced humans like "Kahn" from Star Trek, in which case you are talking about "Supersoldiers" from Heroes Unlimited.
I could see purpose built humans. Special Ops (Supersoldiers), Spacers (Zero G adapted), Vac Walkers (designed to function in a vacuum), Aquatic humans (for aqua-culture tending), etc. The game already has Joy Bunnies...
With "purpose built" humans you are moving away from "non-mutant" humans. When I think on a non-mutant human I'm thinking fresh from the womb with no "significant" genetic mutations or alterations.
I am working on expanding an idea that David "duck-foot" Morris started. I'm not sure what to call there, but they are basically specific mutagen packages. That way you can add things to a character (human or animal) to create a sort of chimera or "purpose built" human.
With an aquatic package, you could mutate a human that would technically become a mermaid or merman. Maybe an avian package that would add wings and the ability to fly.
The possibilities are almost endless.
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