Chimerium Mutant Ability Table
Chimerium Mutant Ability Table
Roll on this table to determine what Chimerium Mutation a subject gains. Abilities rolled twice may double their effects. If not applicable, re-roll.
ROLL THE DIE:
| Roll | Result |
|---|---|
19-20 | Chimeric Wings: The subject sprouts wings. Gains the Fly Trait. |
17-18 | Chimeric Tunnelling: The subject's body elongates and they grow sharpened tunnelling claws. Gains the Burrower Trait. |
15-16 | Chimeric Neuropathy: The subject's brain mass expands and evolves. Can communicate telepathically. Communication is one-way unless someone has a similar mutation or equivalent, such as a Neuralink Module. |
13-14 | Chimeric Regeneration: The subject's blood can rapidly clot. Recovers 2 HP at the start of each turn if they have been injured. |
11-12 | Chimeric Camouflage: The subject can lower their body temperature to make them appear as inert matter. Cannot be detected or seen by Scanners or Optics, or targeted by Targeters. |
9-10 | Chimeric Acid Sacs: The subject can spray caustic acid from liquid sacs that grow upon their throat. Range: Medium // Damage: 2 SP // Burn (1), Explosive (1) |
7-8 | Chimeric Vision: The subject's eyes take on a serpent-like appearance. Their eyes function as Thermal Optics. |
5-6 | Chimeric Exoskeleton: Hardened Chimerium plates form on the subject's body. Increases HP by 4 and no longer suffer from the effects of Radiation. |
3-4 | Chimeric Glands: Chimeric adrenal boosting glands form in the subject's body. Once every 10 minutes, they can move and take an additional action on their turn. |
1-2 | Chimeric Weapon: A mutated weapon forms on the subject. Range: Close // Damage: 4 SP // Melee |
Roll Table
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