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The-Mutant-Epoch-RPG-Hub-Rules-DEMO

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<strong>The</strong> <strong>The</strong> <strong>Mutant</strong> <strong>Mutant</strong> <strong>Epoch</strong> <strong>Epoch</strong> Part One: Character Introduction Creation 10 10<strong>The</strong> following table is for truly randomly generatedcharacter types, such as pure stock humans,cyborgs, mutants and ghost mutants, as well astrans-humans (who, along with pure stock humans,have trait additions applied). As noted before, clones,beastial humans and bioreplicas have their own traitgeneration systems based on their model type. Seedescriptions of character types, page 18, for details.TME-1-2 Trait Value Determinationd100 Trait Value01 d1002 1103 1204 1305 1406,07 1508,09 1610,11 1712-14 1815-17 1918-21 2022-25 2126-30 2231-35 2336,37 2438,39 2540,41 2642,43 2744,45 2846,47 2948,49 3050,51 3152,53 3254,55 3356,57 3458,59 3560,61 3662,63 3764,65 3866,67 3968,69 4070-90 40+d2091-96 60+d2097-99 80+d2000 100+d20TME-1-3 Trait Value ModifiersTraitValueEnduranceHealingRate*StrengthDMG**StrengthRange***AgilityDVAgilityMove RateAccuracySVPerceptionInitiativeModifier1-4 1 -4 -20% +4 -0.5m -4 -25-9 2 -2 -10% +2 -0.25m -2 -110-34 3 nil nil nil nil nil nil35-44 4 +2 +10% -2 +0.25m +2 +145-54 5 +4 +20% -4 +0.5m +4 +155-64 6 +6 +30% -6 +0.75m +6 +165-74 7 +8 +40% -8 +1m +8 +275-84 8 +10 +50% -10 +1.25m +10 +285-94 9 +12 +60% -12 +1.5m +12 +395-105 10 +14 +70% -14 +1.75m +14 +3106-110 11 +16 +80% -16 +2m +16 +4 maximum111-115 12 +18 +90% -18 +2.25m +18 +4 maximum116-120 13 +20 +100% -20 +2.5m +20 +4 maximum121-125 14 +22 +110% -22 +2.75m +22 +4 maximum126-130 15 +24 +120% -24 +3m +24 +4 maximum131-135 16 +26 +130% -26 +3.75m +26 +4 maximumeach 5above+1 +2 DMG +10% -2 DV +0.25 MV +2 SV +4 maximum*Amount of endurance healed per day. Bioreplicas add +2 per day.**Strength modifiers to damage are only applied to physically wielded, thrown pitched or drawn weapons,such as clubs, knives, bows, axes, spears, even crossbows (A crossbow can be cranked or pulled furtherwith greater strength). This damage (DMG) bonus also applies to punches and mutations involving physicalattacks such as crab pincers, spiked tails, throwing quills, or fangs, etc.*** Higher or lower strength affects the range one can throw, hurl or fire archaic weapons by adding orsubtracting 10% or more to the meters range. It also includes relic pistol crossbows, compound bows andcompound crossbows, etc.Note: Normal human statistics are 25 for each trait, a basic unarmored defense value (DV) of 0 and an strikevalue (SV) of 01-50. He or she moves (MV) 3 meters per round walking and 6 running.

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