Note: Refer to Mythus rules in every case where these rules aren't elucidating.
You can use the same table as in Mythus, possibly with modifications depending on the regional economy.
Next you choose a vocation:
| GENERIC VOCATIONS: | |
|---|---|
| 01-32 | Business |
| 33-53 | Communication |
| 54-71 | Physical/Other |
| 72-78 | Politics |
| 79-00 | Science |
| BUSINESS | ||||
|---|---|---|---|---|
| Random d100 | Sub-vocation | SEC Range | SEC Start | TRAIT |
| 01-06 | Accountant | 4-8 | 5 | Mental |
| 07-18 | Entreprenuership | 2-9 | 6 | Mental |
| 19-30 | Finance | 5-9 | 6 | Mental |
| 31-57 | Merchandise | 2-9 | 5 | Mental/Spirit |
| 58-82 | Skilled/unskilled labor | 1-9 | 3 | Physical |
| 83-00 | Other |
| COMMUNICATION | ||||
|---|---|---|---|---|
| Random d100 | Sub-vocation | SEC Range | SEC Start | TRAIT |
| 01-11 | Artist(other) | 2-9 | 3 | Spirit |
| 12-22 | Journalism | 2-7 | 4 | Mental |
| 23-33 | Performance | 1-9 | 4 | Spirit |
| 34-44 | Religion | 1-9 | 4 | Spirit |
| 45-54 | SocialWorker/Psych | 3-9 | 4 | Spirit |
| 55-70 | Teacher | 3-9 | 4 | Spirit/Mental |
| 71-81 | Writer | 2-9 | 4 | Spirit/Mental |
| 82-00 | Other |
| PHYSICAL/OTHER | ||||
|---|---|---|---|---|
| Random d100 | Sub-vocation | SEC Range | SEC Start | TRAIT |
| 01-08 | Athlete | 1-9 | 8 | Physical |
| 09-48 | Coercion,Legit | 1-9 | 4 | Physical |
| 49-59 | Coercion,Non-Legit | 1-9 | 6 | Physical |
| 60-65 | Espionage | 3-9 | 5 | Mental/Phys |
| 66-72 | Pilot/Driver | 1-9 | 4 | Physical |
| 73-75 | Playboy | 7-9 | 8 | Spirit |
| 76-80 | Vice | 1-9 | 6 | Mental |
| 81-86 | Wildlife | 1-9 | 3 | Spirit |
| 87-00 | Other |
| POLITICS | ||||
|---|---|---|---|---|
| Random d100 | Sub-vocation | SEC Range | SEC Start | TRAIT |
| 01-15 | Activist/Volunteer | 3-9 | 4 | Spirit |
| 16-23 | Analyst | 3-7 | 4 | Mental |
| 24-57 | Bureaucrat | 4-9 | 6 | Mental/Spirit |
| 58-80 | Law | 3-9 | 7 | Mental |
| 81-90 | Politician | 2-9 | 6 | Spirit |
| 91-00 | Other |
| SCIENTIST | ||||
|---|---|---|---|---|
| Random d100 | Sub-vocation | SEC Range | SEC Start | TRAIT |
| 01-04 | Archeology/Anthro | 2-7 | 4 | Mental |
| 05-09 | Astronomy/Astrology | 3-8 | 4 | Mental |
| 10-17 | Astronaut/Aernautics | 4-9 | 6 | Mental |
| 18-23 | Biology/Botany | 3-7 | 5 | Mental |
| 24-30 | Chemistry | 3-8 | 6 | Mental |
| 31-39 | Computers | 3-9 | 6 | Mental |
| 40-48 | Electonics | 3-9 | 6 | Mental |
| 49-56 | Engineer/Architect | 3-8 | 6 | Mental |
| 57-62 | Mathematics | 2-7 | 5 | Mental |
| 63-72 | Medicine | 4-9 | 7 | Mental |
| 73-79 | Physicist | 3-9 | 6 | Mental |
| 81-90 | Student | 2-9 | 3 | Any |
| 91-00 | Other |
Unlike Mythus, the player must check for the existence of meta-human capabilities before this section can be begun. It is possible, if not preferred, that the character created be inhuman, parahuman or even metahuman. As different campaigns call for different priorities, the metahuman classifications are ranked and given percentile tables to roll on to merely serve as guidelines.
| GENETIC ORIGIN | ||
|---|---|---|
| 01-25 | HUMAN | This being was and is homo sapien and that's about it. That doesn't mean that powers can't reside within or without the character. It just means that any metanormality hasn't changed the human's fundamental genetic structure. |
| 26-65 | PARAHUMAN | This body has had its genetic or physical structure altered from homo sapien to something other than homo sapien, be it mutant, cyborg, or undead. Note: any power-generating genetic mutation, induced or bred, makes the character parahuman. |
| 66-82 | UNHUMAN | This being was created from inorganic materials and has a limited genetic structure. Robots, lava-men, and the rest fit here. |
| 83-00 | METAHUMAN | This being was never human and was originally conceived as something other, be it another race, species, or concept of life. |
Remember, each of the general genetics classifications exist to provide a guide for statistics generation. Feel free to give your character one class but role on another table (for example, if you wanted to generate Howard the Duck, you might call him Metahuman but roll on the "human" table). Knowing your classification, follow the guidelines for ACT generation.
| CLASSIFICATION/SUB-CLASS OUTLINE (assuming Maximus setting) | |||||
|---|---|---|---|---|---|
| Being Class | (d100 Roll) | Sub-Class1 | Sub-Class2 | (d100 Roll) | Examples: |
| HUMAN | (01-25) | - Normal | (01-40) | Julie Newmar | |
| - Hero | (41-00) | Adam West | |||
| PARAHUMAN | (26-65) | - Mutate | (01-45) | Mutants from Total Recall, The Fly II | |
| - Gengineered | (46-85) | ||||
| - Enhanced Human (01-50) | Universal Soldier | ||||
| - Cyborg (51-00) | Bionic Man/Woman | ||||
| - Dynamo | (86-00) | Zombies, Hulk, Phenomenon | |||
| UNHUMAN | (66-82) | - Unliving Race | (01-25) | Transformers, Stay Puft Marshmallow Man | |
| - Artifact | (26-80) | ||||
| - Manufactured (01-67) | HAL, T2000, R2D2 | ||||
| - Accidental (68-00) | Chuckie, V-Ger | ||||
| - Phenomena | (81-00) | Life, not as we know it | |||
| METAHUMAN | (83-00) | - Animal | (01-15) | Lassie, Pegasus | |
| - Demihuman | (16-40) | Mermen, centaur, TMNT | |||
| - Alien Species | (41-65) | Ewok, E.T., Alien, Q Continuum | |||
| - Terran-related Race | (66-90) | Highlander immortals, Elves | |||
| - Vegetable | (91-94) | Little Shop of Horrors | |||
| - Angel/Demon | (95-99) | Valkyries, gremlins | |||
| - Singularity | (00) | Gods, Man on the Moon | |||
Two methods for rolling Parahuman Trait scores are presented. Use Method 1 if the paranormality was acquired through relatively uncontrolled process (random mutation, freaky accident) or Method 2 if the outcome of the paranormality-inducing process was controlled (surgery, Magickal transformation).
Method 1
Method 2:
As a rule, you might let the player opt to trade two points from one Attribute in order to raise another by one point. You can always make any modification the GM approves.
Attribute creation: First, roll 2D10 and apply the Multiplier associated with the Metahuman Class. In other words, there should be 18 numbers and 18 multipliers. For small animals, their scores will all range between 2 and 20. For powerful, larger animals and vegetables, the scores will range from 4-40. For demihumans (basically human), the scores would range from 4-40. For members of a terran race (those beings of legend who are generally of the same scale as earthlings), the scores range from 4-40 or from 6-60, depending on how powerful the GM desires. Both multipliers can also be used, flipping a coin after each D100 to determine whether to multiply it by a 2 or a 3. Leprachauns would use a 2, whereas dragons would use a 3. And mythical Trolls would probably use a 2 for Mental and Spiritual and a 3 for Physical scores. Of course, common sense again applies. When creating a "Highlander" HP, use the Mythus rules for HP generation -- not this system. King Kong fits in this sub-class (Upon creation of King Kong, naturally, he traded away all his Spiritual and Mental scores for higher Physical ones.). For Angels, Demons, and Avatars, a multiplier of 4 yields scores ranging from 8-80. This could result in very potent creatures. But the most powerful are the Singularities, whose scores range from 10-100.
| Alien Table | ||
|---|---|---|
| Multiplier | Sub Class | Examples |
| 1 | Animal | Little critters like parrots, ferrets, etc. |
| 1-2 | Animal, Vegetable | Bears, Killer tomatos |
| 2 | Demihuman | Pan, mutant turles/wolves |
| 2-3 | Terran Race | Elf, Wendigo, dragons |
| 4 | Angel/Demon | Freddy Krueger, any avatar |
| 5 | Singularity | Hercules |
| *Variable | Alien Phenomenon | ET, Vulcans "Bob" from Twin Peaks |
| *Variable: For potentially very "wild" characters (meaning huge variations in score: massive Mental, tiny Spiritual, huge PMSpd, miniscule PMPow, etc.), use a variable multiplier. That is, each roll of 2D10 is then multiplied by the result of a 1D5 roll. Thus, a 3 and a 8 rolled on 2D10 makes an 11. This is multiplied by a 1D5 roll, resulting in a 5 in this example, for a total of 55 points for a certain Attribute. Each roll in this system comes with its own uniquely determined multiplier (between 1 and 5). | ||
| Mutate Table | |||||
|---|---|---|---|---|---|
| Mental | Physical | Spiritual | |||
| D100 Roll | Attribute | D100 Roll | Attribute | D100 Roll | Attribute |
| 01-02 | 4 | 01-03 | 4 | 01-03 | 4 |
| 03-07 | 6 | 04-10 | 6 | 04-09 | 6 |
| 08-19 | 10 | 11-21 | 10 | 10-19 | 10 |
| 20-31 | 13 | 22-33 | 13 | 20-31 | 13 |
| 32-43 | 17 | 34-45 | 17 | 32-43 | 17 |
| 44-55 | 19 | 46-56 | 19 | 44-55 | 19 |
| 56-67 | 21 | 57-68 | 21 | 56-66 | 21 |
| 68-78 | 24 | 69-76 | 24 | 67-76 | 24 |
| 79-84 | 27 | 77-83 | 27 | 77-83 | 27 |
| 85-88 | 32 | 84-88 | 32 | 84-88 | 32 |
| 89-91 | 36 | 89-92 | 36 | 89-92 | 36 |
| 92-94 | 39 | 93-95 | 39 | 93-95 | 39 |
| 95-96 | 45 | 96-97 | 45 | 96-97 | 45 |
| 97-98 | 55 | 98-99 | 55 | 98-99 | 55 |
| 99-99 | 65 | 00-00 | 60 and up | 00-00 | 60 and up |
| 00-00 | 70 and up | ||||
| Gengineered Table | |||||
|---|---|---|---|---|---|
| Mental | Physical | Spiritual | |||
| D100 Roll | Attribute | D100 Roll | Attribute | D100 Roll | Attribute |
| 01-02 | 4 | 01-01 | 4 | 01-02 | 4 |
| 03-05 | 6 | 02-04 | 6 | 03-04 | 6 |
| 06-10 | 10 | 05-09 | 10 | 06-09 | 10 |
| 11-17 | 13 | 10-16 | 13 | 10-15 | 13 |
| 18-27 | 17 | 17-25 | 17 | 16-23 | 17 |
| 28-39 | 19 | 26-34 | 19 | 24-33 | 19 |
| 40-54 | 21 | 35-45 | 21 | 34-44 | 21 |
| 55-71 | 24 | 46-58 | 24 | 46-68 | 24 |
| 72-81 | 27 | 59-71 | 27 | 61-77 | 27 |
| 82-89 | 32 | 72-81 | 32 | 76-85 | 32 |
| 90-93 | 36 | 82-89 | 36 | 86-91 | 36 |
| 94-96 | 39 | 90-94 | 39 | 93-96 | 39 |
| 97-98 | 45 | 95-97 | 45 | 98-99 | 45 |
| 99-99 | 55 | 98-99 | 55 | 00-00 | 55 and up |
| 00-00 | 65 and up | 00-00 | 65 and up | ||
* Note: You might consider using the HUMAN generation for Traits not included in the Gengineering process (Mental or Spiritual for example if the HP was Captain America). This table presumes Enhancement to all Traits.
| Dynamo Table | |||||
|---|---|---|---|---|---|
| Mental | Physical | Spiritual | |||
| D100 Roll | Attribute | D100 Roll | Attribute | D100 Roll | Attribute |
| 01-04 | 4 | 01-04 | 4 | 01-04 | 4 |
| 05-09 | 6 | 05-09 | 6 | 05-09 | 6 |
| 10-15 | 10 | 10-15 | 10 | 10-15 | 10 |
| 16-21 | 13 | 16-21 | 13 | 16-21 | 13 |
| 22-28 | 17 | 22-28 | 17 | 22-28 | 17 |
| 29-35 | 19 | 29-35 | 19 | 29-35 | 19 |
| 36-42 | 21 | 36-42 | 21 | 36-42 | 21 |
| 43-50 | 24 | 43-50 | 24 | 43-50 | 24 |
| 51-58 | 27 | 51-58 | 27 | 51-58 | 27 |
| 59-65 | 32 | 59-65 | 32 | 59-65 | 32 |
| 66-72 | 36 | 66-72 | 36 | 66-72 | 36 |
| 73-79 | 39 | 73-79 | 39 | 73-79 | 39 |
| 80-85 | 45 | 80-85 | 45 | 80-85 | 45 |
| 86-91 | 55 | 86-91 | 55 | 86-91 | 55 |
| 92-97 | 65 | 92-96 | 65 | 92-97 | 65 |
| 98-00 | 80 | 97-00 | 80 | 98-00 | 80 |
| Artifact Table | |||||
|---|---|---|---|---|---|
| Mental | Physical | Spiritual | |||
| D100 Roll | Attribute | D100 Roll | Attribute | D100 Roll | Attribute |
| 01-04 | 4 | 01-04 | 4 | 01-08 | 4 |
| 05-10 | 6 | 05-10 | 6 | 09-15 | 6 |
| 11-15 | 10 | 11-15 | 10 | 16-30 | 10 |
| 16-22 | 13 | 16-22 | 13 | 31-50 | 13 |
| 23-32 | 17 | 23-32 | 17 | 51-60 | 17 |
| 33-41 | 19 | 33-41 | 19 | 61-70 | 19 |
| 42-48 | 21 | 42-48 | 21 | 71-79 | 21 |
| 49-53 | 24 | 49-53 | 24 | 80-83 | 24 |
| 54-58 | 27 | 54-58 | 27 | 84-87 | 27 |
| 59-67 | 32 | 59-67 | 32 | 88-91 | 32 |
| 68-76 | 36 | 68-76 | 36 | 92-95 | 36 |
| 77-85 | 39 | 77-85 | 39 | 96-98 | 39 |
| 86-90 | 45 | 86-90 | 45 | 99-00 | 45 |
| 91-94 | 55 | 91-94 | 55 | ||
| 95-98 | 65 | 95-98 | 65 | ||
| 99-00 | 80 | 99-00 | 80 | ||
For convenience, a comparison and roster chart has been provided for each Trait.
Turn to the next section of HP Generation, K/S Areas.
Return to the Mythus Notes table of contents
Email your comments to: Doug Noonan