Character Creation

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Choose character race: true human, mutant human, or mutant animal

If true human:

  1. Roll 3d6 for radiation resistance score.
  2. Roll 3d6 for constitution score.
  3. Roll 3d6 for dexterity score.
  4. Roll 3d6 for strength score.
  5. Roll 3d6 for leadership potential score.
  6. Roll 3d6 for mental resistance score.
  7. Computer recognition is 00.
  8. Roll 1d6 for each point of constitution and add results for hit point total.
  9. Armor class is 08 without armor.
  10. Mental defense is equal to mental resistance.

If mutant human:

  1. Roll 3d6 for radiation resistance score.
  2. Roll 3d6 for constitution score.
  3. Roll 3d6 for dexterity score.
  4. Roll 3d6 for strength score.
  5. Roll 3d6 for leadership potential score.
  6. Roll 3d6 for mental resistance score.
  7. Roll 1d4 for maximum number of physical mutations.
  8. Roll 1d4 for maximum number of mental mutations unless mental resistance score is less than 12. If mental resistance score is less than 12, only one mental mutation may be chosen.
  9. Choose physical mutations.
  10. Choose mental mutations. Heightened intelligence must be chosen if four mental mutations are available.
  11. Determine any defects. If total mutations are less than five, roll 1d6. If result is less than four, character has a physical defect. If result is greater than three, character has a mental defect. If total mutations are greater than four, character has a physical and mental defect. Roll 1d12 to determine physical defect. Roll 1d8 to determine mental defect.
  12. Apply any mutation or defect modifiers to ability scores.
  13. Calculate computer recognition score.
  14. Roll 1d6 for each point of constitution and add results for hit point total.
  15. Armor class is 08 without armor (unless modified by mutations or defects).
  16. Mental defense is equal to mental resistance (unless modified by mutations or defects).

If mutant animal:

  1. Determine base type and ability score dice
  2. Roll radiation resistance score.
  3. Roll constitution score.
  4. Roll dexterity score.
  5. Roll strength score.
  6. Roll 3d6 for leadership potential score.
  7. Roll mental resistance score.
  8. Roll 1d4 for maximum number of physical mutations.
  9. Roll 1d4 for maximum number of mental mutations unless mental resistance score is less than 12. If mental resistance score is less than 12, only one mental mutation may be chosen.
  10. Choose physical mutations. Being humanoid and having the ability to speak are considered one physical mutation.
  11. Choose mental mutations. Heightened intelligence is required in order to have human-level intelligence (no other benefits are gained). Heightened intelligence must be chosen a second time if four mental mutations are available.
  12. Determine any defects. If total mutations are less than five, roll 1d6. If result is less than four, character has a physical defect. If result is greater than three, character has a mental defect. If total mutations are greater than four, character has a physical and mental defect. Roll 1d12 to determine physical defect. Roll 1d8 to determine mental defect.
  13. Apply any mutation or defect modifiers to ability scores.
  14. Computer recognition is 10.
  15. Roll hit point total.
  16. Determine armor class.
  17. Mental defense is equal to mental resistance (unless modified by mutations or defects).

Character Creation

Metamorphosis Alpha: In Search of Adventure Aahz Aahz