TEXT: Gregorius21778: 
  Quick, Irradiated
  Character Genesis
  Version 1.0; written by Kai Pütz
  (c) 2017
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2016
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Page background by the Knotty-Works, used with permission. 
  Color artwork copyright by Jeshields; used with permission
  Other artwork by the Terrible Character Portrait project //Jeff 
  Preston - 
  http://team-preston.com                      
  http://creativecommons.org/licenses/by/3.0/
  Mutant Future(tm) is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future(tm) and
  Mutants &  Mazes(tm) are trademarks of Daniel Proctor. These trademarks are used under the
  Mutant Future(tm) Trademark License 1.1 
  Got no copy of MutantFuture(tm)? Get it for free!: 
  So you plan a nice little MutantFuture(tm) one-shot with your regular irregulars and want to
  speed up the process of character creation without taking the fun of the randomness and dice
  rolling away? Well, try the following...
  
  01) Prepare a B-Mutation List
  That is a simple step: grab your dice (or favorite dice-rolling-tool) and generate yourself a list of 12
  to 15 beneficial mutations. If you are lazy, in a hurry or just the convenient type, use one of the
  three prepared list in this supplement. You may of course just hand-pick some mutations, but your
  dice will feel unappreciated if you do. Re-roll any Drawback-result or use it to...
  02) Prepare a D-Mutation List
  ...because you will need one with nine or twelve entries as well. 
  03) First steps of character creation
  Wait for your friends to arrive and tell them that they shall start rolling up stats for their
  characters, but just the abilities and without deciding their “race” by now. For there is a small
  change to how things roll (literally)!
  A player rolls 3d6, six times (one time for each ability). After each roll, the player must 
  decided to either keep the result and assign it to one of the abilities or to use a re-roll.
  Once a result is assigned it cannot be change anymore, and each player only has two free 
  re-rolls.
  During the process a player may get more re-rolls for the character by deciding that the PC 
  is either a mutant or a pure strain human. Pure strain humans will get a total of five re-rolls 
  (but none of the future ability bonus mentioned in the core rules) while mutants may buy another
  re-roll by accepting a D-Mutation without. The first player to buy a re-roll ends with 
  the first drawback-mutation from the list, then the next one is assigned to the next and so on..
  04) Beneficial Mutations
  After the abilities have been determined and everybody decided if the character is a mutant or pure
  strain humans, the ML will now read aloud the entries from the B-Mutations list, one by one. Each
  player with a mutant character may claim the current mutation for his or her PC by saying “Mine!”.
  The players are not allowed to debate or discuss the offered mutations on the table, they will not
  know what is next on the list and a player may claim more than one mutation or do so in the middle
  of the sentence of the ML. 
  But, as soon as a player claims the second or third mutation (as decided by the ML), the PC will also
  get a(nother) mutation from the D-Mutation list as well. The last mutation on the list is announced
  as such by the ML before it is read aloud. 
  
  05) Roll for hit points as described in the core rules.
  06) Determine all of the other characteristics but money and equipment like it is described in 
  the core rules.
  07) Starting money and equipment
  Each player rolls 5d6: the starting money (in GP) of the character is equal to the total result of all 
  five dice x3. Afterwards, the players assign two of the dice to “Equipment Table A” and three dice to 
  “Equipment Table B” to gain the items listed under the result. 
  # (2d6)
  Weapon & Armor
  2
  Chain mail & shield (AC:4), sword (1d6), and 1 frag grenade
  3
  Chain mail (AC:5) and two-handed sword (1d10)
  4
  Studded leather & Shield (AC:5) and shock-field glove (12 charges)
  5
  Studded leather & Shield (AC:5), hatchet (1d6) and vibro-dagger (1d4+6)
  6
  Studded leather (AC:6) and Longsword (1d8)
  7
  Studded leather (AC:6); mace (1d6), shield and spear (throwing; 1d4)
  8
  Studded leather (AC:6); club (1d4); longbow (1d8) +20 arrows
  9
  Leather armor (AC:7) and polearm (1d10)
  10
  Thick leather clothes (AC:8), dagger (1d4), auto pistol (1d10) /w 2 clips
  11
  Padded overall (AC9/ 8 against melee), club (1d4), shotgun (3d6) /w 12 shells
  12
  Ragged skintight suit (AC:9), laser pistol Mk 1 (8 shots left), club (1d6)
  # (3d6)
  Additional Equipment
  3
  Stun Pistol (5 shots)
  4
  Stimshot A (2 doses)
  5
  Revolver (1d10) & 4 shots
  6
  Chainsaw (4d6+4 damage; one combat only)
  7
  Motion Detector
  8
  Infra-Red Googles
  9
  Flashlight
  10
  Molotov Cocktails (2); cigarette lighter
  11
  Autograpnel
  12
  Gas Mask, 5 filters, chemical sensor
  13
  Crossbow & 12 bolts
  14
  Geiger Counter
  15
  Boron Solution Spray
  16
  Negation Bomb
  17
  Hercurion (3 doses)
  18
  ERNIE
  
  But what about the other equipment and the mutation details? Well, in my opinion it is best to have
  the characters start only with enough rations for two further days and basic traveling gear (tents,
  cook pots, bed rolls), so that they need to shop in-game what ever they may need. In regard to
  mutation details (like Phobia or Aberrant Form) the GM should hand-pick and prepare something
  that matches the one-shot that is about to be played. 
  That´s all, folks! Have fun!
  B-Mutation List
  D-Mutation List
  Energy Retinaing Cell Structure
  Poison Suceptibility
  Metaconcert
  Prey Scent
  Complete Wing Development
  Pain Sensitivity
  Gigantism
  Negative Empathy
  Reflective Epidermis
  Atrophied Cerebellum
  Disintegration
  Phobia
  Abberant Form
  Obese
  Epidermal Photosynthesis
  Sensory Deficiency
  Prehensile Tail
  Mute
  Natural Armor
  Vampiric Field
  Neural Telekinesis
  B-Mutation List
  D-Mutation List
  Intellectual Affinity
  Reduced Immune System
  Empathy
  Simian Deformity
  Mind Thurst
  Frailty
  Ultraviolet Vision
  Weak Will
  Acute Hyper Healing
  Sensory Deficiency
  Combat Empathy
  Vision Impairment
  Precognition
  Shocked
  Quick Mind
  Prey Scent
  Dermal Poison Slime
  Albinism
  Gigantism
  Energy Ray
  Increased Sense
  B-Mutation List
  D-Mutation List
  Echolocation
  Pituitary Deformation
  Increased Physical Attribute
  Slow Mutant
  Abberant Form
  Frailty
  Ability Boost
  Obese
  Ability Boost
  Phantasmal Damage
  Dual Headed
  Phobia
  Body Adjustment
  Vision Impairment
  Density Alteration (Self)
  Pain Insensitivitiy
  Damage Turing
  Weak Will
  Spiny Growth
  Spiny Growth
  Quickness
  
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