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- BIOWEAPON GENERATOR TABLE
- >Method of Creation/Infection (1d100)
- 1-20 Virus
- 21-40 Parasite
- 41-55 Cybernetics/Implants
- 56-65 Selective design (test tube growth, gene splicing, etc)
- 66-75 Mutation
- 76-85 Supernatural
- 86-94 Random Happenstance
- 95-100 Multiple (Roll again twice)
- >Base Organism (1d8)
- 1 Human
- 2 Small animal (Rat, dog, monkey, etc.)
- 3 Insect
- 4 Large animal (Gorilla, lion, elephant, etc.)
- 5 Aquatic animal (Fish, squid, coral, etc.)
- 6 Plant
- 7 Other (Machine, mineral, etc.)
- 8 Chimera (Roll again and add that to your base.)
- >Genotype Base (1d8)
- 1 Vertebrate Animal
- 2 Invertebrate Animal
- 3 Small plant (vine, bush, flower)
- 4 Large plant (Tree)
- 5 Fungus
- 6 Mineral
- 7 Strange (Viruses, quantum mechanics, robots, etc.)
- 8 Multiple (Roll Again Twice)
- >Body Type (1d10)
- 1 Bipedal
- 2 Tripedal
- 3 Quadrupedal
- 4 More-Than-Quadrupedal (Choose number of limbs)
- 5 Serpentine
- 6 Sessile
- 7 Amorphous
- 8 Swarm-based
- 9 Tauric
- 10 Hybrid (Roll again twice)
- >Intelligence level (1d100)
- 1-20 Nonsentient (Mindless zombies)
- 21-45 Base cunning (Clever animals, maybe some rudimentary tool use)
- 46-60 Childlike
- 61-75 Sentient (Can think for itself, even if it can’t necessarily communicate)
- 76-85 Sapient (Thinks in the same line of thought as a human)
- 86-100 Inhuman Intelligence (Completely incomparable to human thought)
- >Diet/Method of Sustainence (Roll 1d20)
- 1 Food, as per human
- 2 Raw flesh
- 3 Brains
- 4 Electricity
- 5 Sunlight
- 6 Water
- 7 Pollutants
- 8 Blood
- 9 Memories
- 10 DNA
- 11 A specific bodily organ
- 12 Combustible material
- 13 Heavy metals
- 14 Radiation
- 15 Souls
- 16 Oxygen
- 17 A specific bodily humor (Black bile, vitreous/aqueous, etc.)
- 18 Essential salts
- 19 An Emotion
- 20 None
- >Population (Roll 1d6)
- 1 Common and mass-produceable
- 2 Common, but not mass-produced
- 3 Uncommon
- 4 Environment-specific
- 5 Rare
- 6 Completely unique
- >Intended Purpose (Roll 1d100)
- 1-25 Frontline combat
- 26-30 Medic/Medical usage
- 31-45 Sabotage/Infiltration
- 46-60 Terror
- 61-65 Public Image
- 66-75 Proof of Concept
- 76-85 Specialty Combat (Sniper, demolitions, etc)
- 86-90 Transport
- 91-95 Raw Materials
- 96-100 Combination (Roll twice)
- >Main Sense (Roll 1d10)
- 1 Sight
- 2 Smell
- 3 Hearing
- 4 Touch
- 5 Taste
- 6 Its senses are all relatively equal
- 7 Nonstandard Sense (Vibration-sight, contact with spores, etc.)
- 8 Sixth Sense/Prescience
- 9 Changes dependent on form/situation (Roll again twice)
- 10 Combination (Roll again twice)
- >Skin/Surface type (Roll 1d8)
- 1 Exoskeleton
- 2 Fleshy
- 3 Fur/Hair
- 4 Scales
- 5 Smooth/Slimey
- 6 Skinless
- 7 Rough and Sandpaper-y
- 8 Amalgamation (Roll 1d4, then roll again that many times)
- >Size (Roll 1d100)
- 1-30 Normal (The same as the base organism.)
- 31-40 Small (Half the size as the base organism.)
- 41-50 Tiny (The size of a single part (Eye, hand, head) of the base organism.)
- 51-70 Large (Slightly larger than the base organism (Tyrants as compared to humans))
- 71-80 Huge (Two to four times the height of the base organism)
- 81-90 Gigantic (four to six times the size of the base organism)
- 91-95 Colossal (At minimum the size of a building)
- 96-100 Modular (Roll twice. The smaller size can form together into the larger one.)
- Reproduction Method (First, roll 1d6 on this table for the method)
- 1 Internal gestation/birth*
- 2 Oviposition*
- 3 Infestation (Automatically Parasitic in nature)
- 4 Fragmentation (Automatically Asexual in nature)
- 5 Budding (Automatically Asexual in nature)
- 6 Lone Wolf (This creature cannot reproduce)
- If the roll above had an asterisk, roll 1d4 on this table to determine the nature of its reproductive method.
- 1 Allogamy (Reproduces with gametes from itself and another)
- 2 Autogamy (As Allogamy, but can also self-fertilize to reproduce asexually)
- 3 Asexual (Clones itself in some manner)
- 4 Parasitic (Roll again on this table to determine how the parasite is created)
- >Mutations/Abilities (Roll 1d10, then roll 1d100 on this table that many times)
- 1 Slow Regeneration (Can heal from injury much faster than it should be able to)
- 2 Sharp claws (If claws are not present, then sharpened limb-ends)
- 3 Exposed vitals (Some vital point on its body is visible and exposed)
- 4 Changeling (Can assume the shape of other organisms)
- 5 Acidic Humors (At least one of its bodily fluids is corrosive)
- 6 Lopsided (Its mutation is only partially present, giving it an odd appearance)
- 7 Venom Glands (Can secrete venom in some manner)
- 8 Glorious Ichor (Its blood causes rapid growth and mutation in things it touches)
- 9 Blade Limbs (At least one of its limbs hosts a sharpened edge)
- 10 Nonstandard Vision (Can see in a strange manner, like thermal or ultraviolet light)
- 11 Bloodscent (Can track others by their blood)
- 12 Rotting and Sweet (Is incredibly appetizing to other bioweapons, will target it first)
- 13 Twitch Reflexes (Can violently spring into action from motionlessness)
- 14 Retractable Tendrils (Can extend prehensile tendrils)
- 15 Asura’s Garb (Hosts 1d10 versions of a single feature, like faces or arms)
- 16 Hibernation (Can enter a state of stasis, where it requires little to no sustenance)
- 17 Garden of Flesh (Can actively grow new specialized limbs with time and effort.)
- 18 Stretchy (Some portion of its anatomy is highly elastic)
- 19 Monotonous Speech (No matter its intelligence, it can only vocalize in single words)
- 20 Hivemind (Shares a connected mind with its fellow infected)
- 21 Fluid Form (Can shift to a semiliquid state to fit through small gaps)
- 22 Decaying (Body is in an accelerated state of aging, requires extra resources to slow)
- 23 Cartilaginous (Lacks most bones, has cartilage instead)
- 24 Hazy Past (Remembers a few things from its pre-bioweapon life)
- 25 Montro’s Gullet (Can store and regurgitate things in its stomach)
- 26 Electrosensory (Can “see” electric current in the area, bioelectricity shows up faintly)
- 27 Hemophilic (Wounds do not clot naturally)
- 28 Violent Throes (Explodes into a shower of dangerous ichor upon death)
- 29 Fleshweave (Can manipulate and change living tissue with its touch)
- 30 Dilation Reflexes (Can temporarily perceive the world in slow motion (Bullet Time))
- 31 Gecko Skin (Can adhere to surfaces and climb them)
- 32 Chromatophores (Can change its skin and flesh color)
- 33 Dead Nerves (Cannot feel pain or touch.)
- 34 Maddening Moan (Emits a noise (Hum, wail, song) that is incredibly unsettling)
- 35 Wolf in Hound’s Clothing (Can disguise as a lesser type of bioweapon)
- 36 Assimilation (Can gain traits from things it consumes)
- 37 Stormblood (A bodily fluid of it combusts or ionizes on prolonged contact with air)
- 38 High Regeneration (Can injuries in seconds and severed limbs in minutes)
- 39 Corpulent (Big, fat, and slow because of it)
- 40 This Isn't Even... (Can shift into a different, more dangerous form)
- 41 Shredder (Has a heavily serrated limb/claw/teeth/tongue that tears flesh quickly)
- 42 Strange Tick (Has a strange, possibly unconscious mannerism)
- 43 Sleep Cycle (Requires sleep)
- 44 Garden of Eyes (Hosts 3d10 versions of 1d5 different features)
- 45 Hyperinfectious (Contact can spread disease or possibly its own virus.)
- 46 Diphibious? (Suited to two environments of your choice)
- 47 Axolotl Blood (Exists perpetually in a childhood state, unless conditions are met)
- 48 Breath Weapon (Breathes out some kind of hazardous chemical)
- 49 Insulated (Hosts a thick layer of flesh around vitals)
- 50 Machine Assimilation (Can incorporate machinery into its body)
- 51 Generator (Can produce large to lethal amounts of bioelectricity)
- 52 Hive (Flesh hosts smaller organisms or bioweapons)
- 53 Psionic (Has psychic or otherwise supernatural abilities)
- 54 Without Limits (Has no limits on exerting its body, to the point of major injury)
- 55 Somnambulist (Moves without its own control at times)
- 56 Itchy (Suffers constant physical irritation)
- 57 Compartmentalized (Splits its brain (and possibly personality) into pieces)
- 58 Jagged (Covered in blades, spines, or other such spikes)
- 59 Launcher (Can fire portions of its body as projectiles)
- 60 Sprinter (Moves very quickly, but tires fast)
- 61 Half-Formed (Creation process is incomplete, lacks full powers)
- 62 Chrysalis (Is in a larval stage, requires sustenance to mature)
- 63 Tireless (Has near-endless stamina or a very quick recovery period)
- 64 Uncanny (Looks similar to its unmodified base, but slightly and oddly off)
- 65 Hyper Regeneration (Can regenerate lost limbs in seconds, very difficult to kill)
- 66 Hydraform (Regenerates lost extremities by growing more of them)
- 67 Chemical Factory (Can synthesize chemicals inside its body)
- 68 Masked Rider (Acts as a suit of armor or vehicle for a smaller organism)
- 69 Bilious Spray (Can spew weaponized bile/acids/other fluids)
- 70 Promethean (Can incorporate dead flesh into its own body and give it life)
- 71 Arms & Armor (Can be outfitted with armor and weapons by its creators)
- 72 Sadistic (Derives joy/amusement/satisfaction from causing pain)
- 73 Exothermic (Runs an incredibly high body temperature)
- 74 Impact Armor (Flesh hardens in response to trauma)
- 75 Elephantine Memory (Has an eidetic memory and is incapable of forgetting)
- 76 Tasty (Desires to consume, even if it is full or does not require sustenance)
- 77 Liquid Sway (Can dislocate bones, cartilage, or exoskeletons to move sinuously)
- 78 Mystic Battery (Stores some form of supernatural energy within itself)
- 79 Anathema (No matter its form, its presence reads and unnatural and unsettling)
- 80 Hyperdense (Muscles and organs are highly compact, making it heavier but smaller)
- 81 Retractable Weapons (Has retractable claws/blades/spines/etc within its body)
- 82 Grim Visage (Form is unusually terrifying to humans and animals)
- 83 Bountiful Harvest (Produces some form of consumable resource)
- 84 Gilded Hide (Produces some form of valuable resource)
- 85 Disgorge (Can vomit up the contents of its stomach/organs)
- 86 Fragile (Body is frail and easily damaged)
- 87 Pheromone Haze (Exudes chemical compounds that can affect/manipulate others)
- 88 King’s Crown (Has a secondary feature that makes it particularly impressive looking)
- 89 Endothermic (Body runs at incredibly cold temperatures)
- 90 Resplendency (A biologic process causes it to trail light or particles)
- 91 Hazard Suit (Can survive for extended time in hazardous environments)
- 92 Chameleon (Can become invisible to the eye by blending in to the background)
- 93 Patchwork (Has been haphazardly repaired multiple times, visible marks)
- 94 Puppeteer (Can take control of other organisms in some manner)
- 95 Hermit’s Shell (Builds a shell out of some material (corpses, metal, stone, etc.))
- 96 Dragon’s Throat (Can breathe/exude flammable materials and a spark)
- 97 Skywise (Can fly in some manner)
- 98 Bearer of Grudges (Remembers its pre-infected life perfectly)
- 99 ...My Final Form (Can shift into a massive, beyond monstrous form permanently)
- 100 Phase Shift (Roll again 1d4 times.It can only access one of these at a time)
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