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:
Chimerium Mutant Ability Table
RollResult

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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