Children of the Atom (Inactive)

Game Master DeJoker

Mutants of the School for the Gifted
The characters are heroes/heroines each striving to help make the world a better place for both mutants and normals. But as always there are those who do not think mutants belong in the world of normals and others who feel that since they can they should exploit the world for their own benefits. Then of course there are the other individuals that fill out the full spectrum of the Marvel Universe. This game takes place in a slightly alterred universe within its own timeline within the multiverse a sort of What If if you will where somethings are different and somethings remain the same.


Source Material
....Advanced Players Book
....Advanced Judges Book
....Ultimate Powers Book (for reference purposes only)

Primary Abilities:

Fighting
Agility
Strength
Endurance
Reason
Intuition
Psyche

(Roll once for each Ability)
Rank............Rank........Dice
Name........Number.....Roll

Feeble...............1...........01-02
Poor..................3...........03-06
Typical...............5..........07-16
Good.................8...........17-36
Excellent.........16...........37-66
Remarkable....26...........67-86
Incredible........36..........87-96
Amazing..........46...........97-00


Secondary Abilities:

Health = Fighting Rank + Agility Rank + Strength Rank + Endurance Rank
Karma = Reason Rank + Intuition Rank + Psyche Rank
Resources = Typical + Ability Modifier Table Result - 1 Rank
Popularity = 0

Ability Modifier Table for Resources

Dice.......Modification
01-15......Reduce by 1 Rank
15-50......No Change
51-70......Increase by 1 Rank
71-85......Increase by 2 Ranks
86-95......Increase by 3 Ranks
96-00......Increase by 4 Ranks


Mutants:

Mutants are members of the race of Homo Superior, a new race of man born from the race of Homo Sapiens. Mutant powers often (though not always) first manifest themselves in the teen-age years. Mutants are generally feared and disliked by the populace at large. When craeting a mutant character:

• Mutants gain one additional Power, up to the total number of Power available to the hero (maximum of 5)
• Resources are reduced by one Rank
• Starting Popularity is always 0
• Mutants gain and lose Popularity at a slower rate than other character types
• Endurance is raised by one Rank
• The majority of a mutant's Powers are inborn as opposed to equipment-based.
• They may be affected by mutant detection and mutant nullification devices.


Powers, Contacts, and Talents:

(Roll once for each)
(Initial/Maximum)
Dice......Powers......Talents......Contacts
01-20........2/4..............1/6................0/4
21-60........3/4..............2/5................1/4
61-90........4/4..............3/4................2/4
91-00........5/5..............4/4................3/4

Power Categories:

(roll once for each Power)

Dice.......Power Category
01-05......Resistances
06-10......Senses
11-15......Movement
16-25......Matter Control
26-40......Energy Control
41-55......Body Control
56-70......Distance Attacks
71-75......Mental Powers
76-90......Body Alterations Offensive
91-00......Body Alterations Defensive


Power Ranks:

(roll once for each Power)

Rank............Rank........Dice
Name........Number.....Roll

Feeble...............1..............01
Poor..................3...........02-06
Typical...............5..........07-14
Good.................8...........15-24
Excellent.........16...........25-49
Remarkable....26...........50-69
Incredible........36..........70-84
Amazing..........46...........85-99
Monstrous......63.............00


Talent Categories:

(roll once for each Talent)

Dice.......Talent Category
01-20......Weapon Skills
21-45......Fighting Skills
46-65......Professional Skills
66-85......Scientific Skills
86-90......Mystic and Mental Skills
91-00......Other Skills


Contact Categories:

(roll once for each Contact)

Dice.......Contact Category
01-30......Professional
31-60......Scientific
61-85......Political
86-00......Mystic


Individual Powers:

A Power with a * indicates that it counts as two Powers instead of just one

Resistance Powers
1.....Resistance to Fire/Heat
2.....Resistance to Cold
3.....Resistance to Electricity/Magnetics
4.....Resistance to Physical Attacks/Kinetic
5.....Resistance to Toxins/Diseases
6.....Resistance to Corrosives/Raditions
7.....Resistance to Sound/Pressure
8.....Resistance to Mental Attacks
9.....Resistance to Magical Attacks
10...Invulnerabity*

Sensory Powers
1.....Protected Sense (Hearing, Sight, Smell, Touch)
2.....Enhanced Sense (Hearing, Sight, Smell, Touch, Infravision, Ultravision, Ultrasonic etc...)
3.....Cosmic Awareness*
4.....Combat Sense*
5.....Emotion Detection\Empathy
6.....Energy Detection
7.....Magic Detection
8.....Electro-Magnetic Detection
9.....Mutant Detection
10...Psionic Detection
11...Tracking Ability
12...Alternate Sense

Movement Powers
1.....Flight
2.....Leaping
3.....Wall/Ceiling Movement
4.....Lightning Speed
5.....Teleportation*
6.....Swimming\Water Adaptation
7.....Climbing\Swinging (Acrobatics Skill)
8.....Tunneling

Matter Control Powers
1.....Earth Control
2.....Air Control
3.....Fire Control
4.....Water Control
5.....Weather Control
6.....Animate Objects
7.....Density Manipulation Others
8.....Body Transformation Others
9.....Animal Transformation Others
10...Force Generation

Energy Control Powers
1.....Magnetic Manipulation
2.....Electrical Manipulation
3.....Light Manipulation
4.....Sound Manipulation
5.....Darkforce Manipulation
6.....Gravity Manipulation
7.....Probability Manipulation*
8.....Nullifying Power*
9.....Energy Reflection
10...Time Manipulation*

Body Control Powers
1.....Growth or Shrinking
2.....Density Manipulation Self
3.....Phasing
4.....Invisibility
5.....Elasticity
6.....Elongation
7.....Shape-Shifting
8.....Body Transformation Self*
9.....Animal Transformation Self
10...Power Absorption

Distance Attack Powers
1.....Projectile Missiles
2.....Ensnaring Missiles
3.....Ice Generation
4.....Fire Generation
5.....Energy Generation
6.....Sound Generation
7.....Stunning Missile
8.....Corrosive Missile
9.....Slashing Missile
10...Nullifier Missile
11...Darkforce Geneartion
12...Electrical Generation

Mental Powers
1.....Telepathy
2.....Image Generation*
3.....Telekinesis
4.....Mind Control*
5.....Animal Control
6.....Combat Precognition
7.....Mind Reading
8.....Possession*
9.....Transferral*
10...Psionic Attack
11...Plant Control
12...Ultimate Skill

Body Alteration Offensive Powers
1.....Extra Body Parts
2.....Extra Attacks
3.....Electrical Touch
4.....Paralyzing Touch
5.....Claws
6.....Toxic Touch
7.....Corrosive Touch
8.....Health-Drain Touch
9.....Sensory Deprivation Touch
10...Radiation Touch

Body Alteration Defensive Powers
1.....Body Armor
2.....Absorption
3.....Regeneration
4.....Recovery (Gain a Resistance as a Bonus Power)
5.....Life Support
6.....Damage Transfer
7.....Healing
8.....Immortality*


Individual Talent Skills:

A Talent with a * indicates that it counts as two Talents instead of just one

Weapon Skills
1.....Guns
2.....Thrown Weapons\Objects
3.....Bows
4.....Blunt Weapons
5.....Sharp Weapons
6.....Marksman*
7.....Weapons Master*
8.....Weapons Specialist*

Fighting Skills
1.....Martial Arts A
2.....Martial Arts B
3.....Martial Arts C - Wrestling
4.....Martial Arts D
5.....Martial Arts E
6.....Acrobatics

Professional Skills
1.....Medicine*
2.....Law
3.....Law-Enforcement
4.....Pilot
5.....Military
6.....Business/Finance
7.....Journalism
8.....Entertainer
9.....Psychiatry
10...Detective/Espionage

Scientific Skills
1.....Chemistry
2.....Biology
3.....Geology
4.....Genetics
5.....Archeology
6.....Physics
7.....Engineering
8.....Zoology

Mystical/Mental Skills
1.....Trance
2.....Mesmerism/Hypnosis
3.....Legerdemain
4.....Resist Domination
5.....Mystic Origin*
6.....Occult Lore

Other Skills
1.....Artist
2.....Linguist
3.....Paramedic
4.....Mechanic
5.....Parkour
6.....Photographic Memory


Individual Contacts:

A Contact with a * indicates that it counts as two Contacts instead of just one

Professional Contacts
1.....Medicine
2.....Law
3.....Law-Enforcement
4.....Military
5.....Business World
6.....Crime
7.....Journalism
8.....Entertainment
9.....Psychiatry
10...Detective/Espionage
11...Hero Group
12...Artist

Scientific Contacts
1.....Chemistry
2.....Biology
3.....Geology
4.....Genetics
5.....Archeology
6.....Physics
7.....Engineering
8.....Zoology

Political Contacts
1.....Local
2.....State
3.....National
4.....Foreign National
5.....International
6.....Planetary*

Mystical Contacts
1.....Religion
2.....Occult
3.....Mythology
4.....Magical