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A bit silly maybe but why not. -_- I foresee that I'm going to have a need for this.
Gender: (2d6)
2. Ambiguous
3. Female (butch)
4. Female (ladylike)
5. Female (professional)
6. Female (flirty)
7. Male (macho)
8. Male (professional)
9. Male (gentleman)
10. Male (scruffian)
11. Male (bishonen)
12. It's Complicated
Skin Color:
1. "Crisps In The Sun" White
2. 'Healthy Pink'
3. Asian/Indian
4. Burnished bronze
5. Black
6. Other (1: Red, 2: Orange, 3: Green, 4: Blue, 5: Purple, 6: Roll Twice)
Body Build: (2d6)
2. Short and squat, midget-like
3. Significantly obese, average height
4. Slightly obese, average height
5. Tall and lean, like a beanpole
6-7. Muscled, movie star-like build
8-9. Slim and gracile, dancer-like build
10. Heavy-set, muscled build
11. Charles Atlas bundle of muscles
12. Brute-like physique, hulking, hunched over
Appearance:
1. Practically human except for glowing eyes when using powers
2. Normally human, transforms when using powers i.e. 'Flame On!'.
3-4. Near-human appearance, could pass in heavy clothes or simple disguises
5. Demi-human, would require poor lighting and heavy disguising
6. Very inhuman looking, nigh impossible to disguise
Primary Archetype: (2d6)
2. Controller
3. Summoner
4-5. Scrapper
6-8. Blaster
9-10. Guardian
11. Defender
12. Healer
Element: (2d6)
2. Roll again: 1-3=Light, 4-6=Darkness
3. Roll again: 1-3=Nature (plants), 4-6=Wildlife (beasts)
4. Ice
5. Water
6-7. Fire
8. Earth
9. Rock
10. Roll again: 1-4=Air/weather, 5-6=Lightning
11. Roll again: 1-2=Metal, 3-4=Machinery, 5-6=Cybernetics
12. Roll again: 1-2=Gravity, 3-4=Space, 5-6=Time Control
Personality: (roll 1d20)
1. The Soldier (ISTJ) - very responsible and practical, sticks to the rules 'n regs
2. The Minion (ISFJ) - loyal and ready to sacrifice for their team
3. The Caregiver (INFJ) - contemplative and caring, mother- or father-figure
4. The Critic (INTJ) - independent and skeptical, some call her a complainer but she wouldn't complain if she didn't care
5. Top Gun (ISTP) - pragmatic and hands-on, would rather commit to a plan of action and tweak it as she goes than talk about it all day
6. The Artist (ISFP) - shy and withdrawn but observant, may have surprising insight
7. The Idealist (INFP) - seeks inner order and harmony, peace, follows a strict system of values
8. The Thinker (INTP) - loves problem-solving; often guilty of assuming practice will follow theory
9. Wild Card (ESTP) - spontaneous, prefers unconventional and fun approach, rarely considers tomorrow
10. Party Hardy (ESFP) - generous and outgoing, loves surprises and hates red tape
11. The Thrill Seeker (ENFP) - optimistic and people-oriented, enjoys extreme sports and activities
12. The Troublemaker (ENTP) - inventive, will argue the opposite side of a position to better understand it, tests limits
13. The Sarge (ESTJ) - leads from the front-line, results-driven
14. The Diplomat (ESFJ) - harmonizing, eager to please, thoughtful of others
15. The Charmer (ENFJ) - smooth-talking, tends to ignore unpleasant aspects of deals
16. The Visionary (ENTJ) - commanding and take-charge, likes planning grand strategy
17. The Alpha - the biggest and best at whatever it is she does, will test herself against others to prove it. Tells the dragon to back down before someone gets hurt. (RPG "Killer")
18. The Role Player - the thespian of the bunch, wants to draw others into her story, usually with herself in a leading role. (RPG "Socializer")
19. The Achiever - plays to win, where winning is defined as gaining some degree of unquestionable fame or status in the game. (RPG "Achiever")
20. The Explorer - plays to see everything that there is in the game. Frequently footloose and unlikely to tie herself to any one team or place for long, unless they're going her way. (RPG "Explorer")
(1-16 based on this chart)
Character Flaws: (pick one, two if you're feeling ambitious)
(see this list, roll 1d100 and count, roll again if you fall off the end)
Equipment: (roll 3x, duplicates may level up the base item)
1. Weapon
2. Armor/Shield Generator
3. Support (web thrower, smoke grenades, night vision goggles, etc.)
4. Utility (rope, climbing gear, lockpick/hacking tool, backpack or carry-all, medikit, etc.)
5. Vehicle (usually small and personal like scooters, glider wings)
6. Artifact (confers some small power enhancement when worn/equipped)
Note: all mutants will have some version of an integrated computer/communicator which includes a basic camera and simple analysis programs. Missions will usually provide any additional required gear, or point the mutants to where they can obtain them. These reflect items the mutant prefers to keep handy at all times.
Let's give this a try. *rolls*
Female (over the top), red skin, lithe dancer-like build, demi-human, Scrapper archetype, Earth element, ENFJ Charmer. Flaw: Lewd (oh my). Equipment: support, utility, artifact.
Building on that, let's see... Perhaps she's built like a morphic dragon. Her powers might be Claws (sharp melee attack), Devour (consume rock to regain health), Rock Armor (passive defense, always on but erodes under fire and regenerates slowly), Wings (gives short-range flight), and Tail Spikes (launches a relatively short-range projectile attack). If I were designing an NPC, I might pick only three powers, or four for lieutenants, but players should have around five at the end of their introductory experience.
She might carry a stock of entangling grenades to pin enemies down, a carry-all to tuck away treasure she uncovers, and an artifact that increases her movement speed whenever she's standing on earth or rock. She has an earthy (well, it figures) attitude, leading to her being seen as rude by some, and spends too much time flirting at handsome mutants, to the dismay of her team, but she can generally talk anyone around, given time.
I should comment that 'Female (over the top)' doesn't mean that she's Very Well Developed; rather it means her mannerisms and voice emphasize her feminity to an almost embarrasing point. She might effect the manners of a Southern belle, whether or not she actually came from the South.
Seems like a plausible mutant to find running around in Mu Factor, IMO.
Gender: (2d6)
2. Ambiguous
3. Female (butch)
4. Female (ladylike)
5. Female (professional)
6. Female (flirty)
7. Male (macho)
8. Male (professional)
9. Male (gentleman)
10. Male (scruffian)
11. Male (bishonen)
12. It's Complicated
Skin Color:
1. "Crisps In The Sun" White
2. 'Healthy Pink'
3. Asian/Indian
4. Burnished bronze
5. Black
6. Other (1: Red, 2: Orange, 3: Green, 4: Blue, 5: Purple, 6: Roll Twice)
Body Build: (2d6)
2. Short and squat, midget-like
3. Significantly obese, average height
4. Slightly obese, average height
5. Tall and lean, like a beanpole
6-7. Muscled, movie star-like build
8-9. Slim and gracile, dancer-like build
10. Heavy-set, muscled build
11. Charles Atlas bundle of muscles
12. Brute-like physique, hulking, hunched over
Appearance:
1. Practically human except for glowing eyes when using powers
2. Normally human, transforms when using powers i.e. 'Flame On!'.
3-4. Near-human appearance, could pass in heavy clothes or simple disguises
5. Demi-human, would require poor lighting and heavy disguising
6. Very inhuman looking, nigh impossible to disguise
Primary Archetype: (2d6)
2. Controller
3. Summoner
4-5. Scrapper
6-8. Blaster
9-10. Guardian
11. Defender
12. Healer
Element: (2d6)
2. Roll again: 1-3=Light, 4-6=Darkness
3. Roll again: 1-3=Nature (plants), 4-6=Wildlife (beasts)
4. Ice
5. Water
6-7. Fire
8. Earth
9. Rock
10. Roll again: 1-4=Air/weather, 5-6=Lightning
11. Roll again: 1-2=Metal, 3-4=Machinery, 5-6=Cybernetics
12. Roll again: 1-2=Gravity, 3-4=Space, 5-6=Time Control
Personality: (roll 1d20)
1. The Soldier (ISTJ) - very responsible and practical, sticks to the rules 'n regs
2. The Minion (ISFJ) - loyal and ready to sacrifice for their team
3. The Caregiver (INFJ) - contemplative and caring, mother- or father-figure
4. The Critic (INTJ) - independent and skeptical, some call her a complainer but she wouldn't complain if she didn't care
5. Top Gun (ISTP) - pragmatic and hands-on, would rather commit to a plan of action and tweak it as she goes than talk about it all day
6. The Artist (ISFP) - shy and withdrawn but observant, may have surprising insight
7. The Idealist (INFP) - seeks inner order and harmony, peace, follows a strict system of values
8. The Thinker (INTP) - loves problem-solving; often guilty of assuming practice will follow theory
9. Wild Card (ESTP) - spontaneous, prefers unconventional and fun approach, rarely considers tomorrow
10. Party Hardy (ESFP) - generous and outgoing, loves surprises and hates red tape
11. The Thrill Seeker (ENFP) - optimistic and people-oriented, enjoys extreme sports and activities
12. The Troublemaker (ENTP) - inventive, will argue the opposite side of a position to better understand it, tests limits
13. The Sarge (ESTJ) - leads from the front-line, results-driven
14. The Diplomat (ESFJ) - harmonizing, eager to please, thoughtful of others
15. The Charmer (ENFJ) - smooth-talking, tends to ignore unpleasant aspects of deals
16. The Visionary (ENTJ) - commanding and take-charge, likes planning grand strategy
17. The Alpha - the biggest and best at whatever it is she does, will test herself against others to prove it. Tells the dragon to back down before someone gets hurt. (RPG "Killer")
18. The Role Player - the thespian of the bunch, wants to draw others into her story, usually with herself in a leading role. (RPG "Socializer")
19. The Achiever - plays to win, where winning is defined as gaining some degree of unquestionable fame or status in the game. (RPG "Achiever")
20. The Explorer - plays to see everything that there is in the game. Frequently footloose and unlikely to tie herself to any one team or place for long, unless they're going her way. (RPG "Explorer")
(1-16 based on this chart)
Character Flaws: (pick one, two if you're feeling ambitious)
(see this list, roll 1d100 and count, roll again if you fall off the end)
Equipment: (roll 3x, duplicates may level up the base item)
1. Weapon
2. Armor/Shield Generator
3. Support (web thrower, smoke grenades, night vision goggles, etc.)
4. Utility (rope, climbing gear, lockpick/hacking tool, backpack or carry-all, medikit, etc.)
5. Vehicle (usually small and personal like scooters, glider wings)
6. Artifact (confers some small power enhancement when worn/equipped)
Note: all mutants will have some version of an integrated computer/communicator which includes a basic camera and simple analysis programs. Missions will usually provide any additional required gear, or point the mutants to where they can obtain them. These reflect items the mutant prefers to keep handy at all times.
Let's give this a try. *rolls*
Female (over the top), red skin, lithe dancer-like build, demi-human, Scrapper archetype, Earth element, ENFJ Charmer. Flaw: Lewd (oh my). Equipment: support, utility, artifact.
Building on that, let's see... Perhaps she's built like a morphic dragon. Her powers might be Claws (sharp melee attack), Devour (consume rock to regain health), Rock Armor (passive defense, always on but erodes under fire and regenerates slowly), Wings (gives short-range flight), and Tail Spikes (launches a relatively short-range projectile attack). If I were designing an NPC, I might pick only three powers, or four for lieutenants, but players should have around five at the end of their introductory experience.
She might carry a stock of entangling grenades to pin enemies down, a carry-all to tuck away treasure she uncovers, and an artifact that increases her movement speed whenever she's standing on earth or rock. She has an earthy (well, it figures) attitude, leading to her being seen as rude by some, and spends too much time flirting at handsome mutants, to the dismay of her team, but she can generally talk anyone around, given time.
I should comment that 'Female (over the top)' doesn't mean that she's Very Well Developed; rather it means her mannerisms and voice emphasize her feminity to an almost embarrasing point. She might effect the manners of a Southern belle, whether or not she actually came from the South.
Seems like a plausible mutant to find running around in Mu Factor, IMO.