The humans have made some advances to balance themselves against the metahumans who are faster or stronger or bigger than them. Those metahumans that work with humans can also choose to use this.
Sudden Unexplained Recessive Genetic Expression or SURGE is a method used to bring out dormant genes in a subject. Some of the races are using it on soldiers to give them the edge in the battles but it's a choice the PCs have if they are willing to risk it. There are 3 levels of SURGE I, II, and III
I
You say how many random rolls you want on the positive table roll for each mutation then roll the same amount on the Negative table of the same strength table. Max is equal to 1 + your con modifier.
II
You choose how many positive powers you gain and what they are(Max is equal to your con modifier.) then roll double the amount of the negative table same strength table(table 1-3 positive is Table I and Table 4+ is Table II).
III
You choose how many positive powers you gain (Max is equal to your con modifier) and choose 3 times the amount in negative powers table strength(table 1-3 positive is Table I and Table 4+ is Table II), your MP negative must be 3 times your positive MP total. You also can choose 1 from Table 5.
Positive Roll 1d6 | Table |
1 |
1 |
2 |
1 |
3 |
2 |
4 |
3 |
5 |
4 |
6 |
5 |
Negative Roll 1d6 | Table |
1 |
1 |
2 |
1 |
3 |
2 |
4 |
2 |
5 |
2 |
6 |
2 |
Below are the Negative Tables
4d6 | Table 1 Negative | MP |
4 |
Reduced Speed |
3 |
5 |
Festering Sores |
2 |
6 |
Rapid Aging |
2 |
7 |
Horns Cosmetic |
0 |
8 |
Thin Fur Coat Cosmetic |
0 |
9 |
Unnatural Eyes Cosmetic |
0 |
10 |
Unnatural Hair Cosmetic |
0 |
11 |
Unnatural Skin Cosmetic |
0 |
12 |
Unnatural Voice Cosmetic |
0 |
13 |
Blood hunger |
1 |
14 |
Achilles heel |
1 |
15 |
Festering sores |
1 |
16 |
Heat/cold susceptibility |
1 |
17 |
Light sensitivity |
1 |
18 |
Pheromone repulsion |
1 |
19 |
Forked Tongue Cosmetic |
2 |
20 |
Weak Immune System |
1 |
21 |
Fins Cosmetic |
0 |
22 |
Extra Digits Cosmetic |
0 |
23 |
Allergy(Rare Substance, Mild) |
1 |
24 |
Horns Cosmetic |
0 |
Allergy has different levels
A character with the Allergy quality is allergic to a substance or condition found in their environment. The value of this quality depends on two factors. The first is whether the substance or condition is Uncommon (1) or Common (2). Next, determine the severity of the symptoms: Mild (1), Moderate (2), Severe (3), or Extreme (4). Add the appropriate point values together to find the final value. For example, the value of an Uncommon Moderate Allergy (Silver) is 3 MP. If a character is attacked with a substance to which they are allergic, they take 1 extra point of damage for each stage of severity of the Allergy (e.g., 1 Mild allergy, 2 for a Moderate allergy, etc.).
Uncommon
The substance or condition is rare for the local environment
Examples
silver, gold, antibiotics, grass.
Common
The substance or condition is prevalent in the local environment.
Examples
sunlight, seafood, bees, pollen, pollutants, Wi-Fi sensitivity, soy, wheat.
Mild
Symptoms are discomfiting and distracting.
Apply a –2 modifier to the character’s roll while under the effects of the Allergy.
Moderate
Contact with the allergen produces intense pain.
Apply a –4 modifier to all rolls made while a character experiences the symptoms.
Severe
Contact with the allergen results in extreme pain and actual physical damage.
Apply a –4 dice pool modifier to all tests made while a character experiences symptoms.
The character also suffers 1 dmg every 1 minute they are exposed to the allergen.
Extreme
A character at this level, when exposed to the allergen, goes into full anaphylactic shock.
The character receives a –6 dice pool modifier for anything they do. The character is considered to be in excruciating agony.
The character suffers 1 box of Physical Damage (unresisted) for every 30 seconds they are exposed to the allergen. First Aid, Medicine, or magical means can stop the damage taken from the anaphylactic shock.
ACHILLES HEEL 4 point neg
The character has a crucial weakness in a specific body location. This location must be an exterior location. Possible locations include one ankle, one ear, the character’s nose, one elbow, the back of one knee, and so on.
Effect: Any time an opponent scores a critical hit against the character, the opponent is assumed to have hit the weakened part of the character’s body. In addition to the damage dealt, the character must make a Fortitude save (DC 10 + damage dealt) or be stunned for 1 round.
An opponents who is aware of the character’s Achilles Heel may choose to specifically target that spot by taking a -4 penalty to her attack roll. If the attack hits, it is considered an automatic critical. If the die roll indicates a critical threat and the critical is confirmed, then the critical multiplier for the attack is increased by 1 (for example, a x2 multiplier becomes a x3). The character must also still make a Fortitude save (DC 10 + damage dealt) or be stunned for 1 round. Multiple hits to the weakened area in the same round do not extend the stun effect.
For an extra point you roll a d20 and mark what is rolled. Any time that number on an attack roll is rolled, that is an auto hit and its like they rolled a Critical.
Combat Junkie
The character just can’t keep from starting fights. His first solution is always fight, and so is his second, third, and fourth. If someone suggests more options than that to the character, they’ve probably been punched already. The point is, no matter what the actual plan is, this character will always look for a chance to get a little combat on.
This quality manifests in two different ways. If the character is in a stressful situation, they must make Wisdom check DC assigned by DM Test in order to restrain themselves from just punching their way out of the situation. If they are following a plan and an unexpected event occurs, their first reaction will be to opt for violence unless they succeed in an Wisdom check DC 20 and remember to stop and think about whether there might be a better option. The character is always free to not make a test and just give into their violent instincts—and deal with whatever consequences follow.
Mindslave [DRAWBACK]
You have certain mental deficiencies that make it harder to resist mind-influencing effects.
MP Value: 2.
Drawback: You take a �2 penalty on all Will saves.
Special: You cannot take this mutation if you have the Iron Will feat.
MONOCULAR VISION 2
Effect: The character has poor depth perception. All penalties due to range are doubled (including those for Perception checks)
Biotech: No.
Magic weakening -2 to magic/SU saves if has caster level -2 caster level 2 MP 2, 3 if have CL
ABILITY DEGRADATION MP: various
If chosen with SURG, can roll twice and choose which one drops.
Depending on the starting stat value MP changes:
18 or higher if loss cause the bonus to drop 4, if not 3
14-17 if loss cause the bonus to drop 3, if not 2
13 or lower 2
3d6 | Table 2: Negative | MP |
3 |
Combat fear |
4 |
4 |
Lost arm |
3 |
5 |
Lethargy |
2 |
6 |
Malformed Mouth |
3 |
7 |
Tribal Mind |
3 |
8 |
Blind Rage |
3 |
9 |
Mindslave |
2 |
10 |
Monocular vision |
2 |
11 |
Magic weakening -2 to magic saves and -2 caster level. |
3 |
12 |
Hirsute Horror |
3 |
13 |
Cowardice |
2 |
14 |
Greedy Metabolism |
3 |
15 |
Rapid aging |
2 |
16 |
Ultraviolet Allergy |
3 |
17 |
Weak immune system |
1 |
18 |
Pheromone repulsion |
1 |
| Table 3 | |
3 |
Combat Fear |
4 |
4 |
FADEOUT |
4 |
5 |
Amnesia |
4 |
6 |
Albinism |
4 |
7 |
Frailty |
3 |
8 |
Ultraviolet Allergy |
3 |
9 |
GLASS JAW |
3 |
10 |
DOUBLED PAIN |
3 |
11 |
GREEDY METABOLISM |
3 |
12 |
MONOCULAR VISION |
3 |
13 |
POOR RESPIRATION |
3 |
14 |
Psionic Weaking( -2 to your Psi Score and Astral Signal viable at double range) |
3 |
15 |
NARCOLEPSY |
3 |
16 |
Reduced speed |
2 |
17 |
WEAKNESS |
2 |
18 |
SOFT SKIN |
2 |
3d6 | Table 4 | MP |
3 |
RADIOACTIVE AURA |
8 |
4 |
PARASITIC FEEDING |
8 |
5 |
Astral Hazing |
5 |
6 |
Thin skin |
5 |
7 |
Neutrad dependency |
5 |
8 |
Cybernetic dependency |
6 |
9 |
Half Life |
6 |
10 |
Mental Degeneration |
6 |
11 |
Poisonous blood |
6 |
12 |
Radiation Leak |
6 |
13 |
Cephalopod Skull |
5 |
14 |
Nervous Spasms |
6 |
15 |
Brittle bones |
4 |
16 |
-1 hp per level flaw in your body |
4 |
17 |
Stat reduction -1 |
4 |
18 |
Cold-blooded |
4 |
3d6 | Table 5 | MP |
|
MONSTER |
12 |
|
TUMORIZATION |
12 |
|
Deformity |
12 |
|
Impaired (attribute) |
12 |
|
Progeria |
12 |
|
Stubby Arms |
8 |
|
Symbiosis |
8 |
|
Astral Beacon |
8 |
|
Bad Luck |
8 |
|
Combat Paralysis |
8 |
|
Incompetent |
8 |
|
Insomnia |
8 |
|
Loss Of Confidence |
6 |
|
Low Pain Tolerance |
6 |
|
Unsteady Hands |
6 |
|
Combat Junkie |
6 |