Beware the Genomes!

Can stats for Spaceman Spiff be far behind?

Genomes are small humanoid aliens with highly variable features (highly variable!) because of their penchant for body modification. I’m not talking about tattoos and piercings, folks. I’m talking about genetic engineering, mutagenic gases and the grafting of flesh onto flesh.

The standard stock for these genetic whiz-kids is that of a small humanoid, about 3 to 4 feet tall, with slightly hunched shoulders, a large, sensitive nose (per super scent), skin ranging from nut-brown to creamy white and very bright, clear eyes that pierce the darkness per infra-vision. Due to the aforementioned body modifications, most have 1d3 different “mutations” in play. These mutations mimic the different special abilities of alien characters.

1 Increase random ability score by +1
2 Bulk
3 Climbing
4 Electrical Field
5 Leap
6 Multiple Arms
7 Multiple Legs
8 Stunning Grasp
9 Super Hearing
10 Super Vision

Genomes operate in bands of 2d4 individuals, always looking to harvest genetic material for their experiments. They are as capable as scientists in terms of identifying and operating super scientific devices, and always carry medi-kits and mutation-rays. Creatures struck by a mutation ray suffer 1d3 points of damage to a random ability score (1 = Str, 2 = Dex, 3 = Men, 4 = Kno) and must pass a Strength test (DC 10) or be transmogrified into a random monster under the control of the genome for 10 minutes. At the end of 10 minutes, the character can make a Mentality test (using their normal MEN score). If they succeed, they change back to normal. If not, they remain in their monster form, but are no longer under the control of the genome. If captured, the creature can be changed back to normal provided his or her comrades have captured a mutation ray gun (and figured out how to use it) or they have a scientist capable of designing a mutation ray gun (super science DC 25).

1 Ankheg
2 Baric
3 Flail Snail
4 Gelatinous Cube
5 Giant Beetle
6 Giant Lizard
7 Giant Spider
8 Great Horned Ape
9 Killer Shrew
10 Random Alien Animal

GENOME: HD 1; DEF 15; FIGHT 4 (vibro-pick 1d8); SHOOT 6 (mutation ray); MOVE N; STR 3; DEX 5; MEN 4; KNO 8; DL 3; Special: Infra-vision, super scent, 1d3 mutations, mutation ray.

5 thoughts on “Beware the Genomes!

  1. Actually, I know I like it -I got the pdf, too. Welcome to the select club of “hardcopies bought even after a cheap bastard already owns it as a pdf”. Too, my seven year old daughter fell in love with the cover picture of the Pretty space girl “-is she a good guy I hope ?”

    As to the post, makes you wonder what atrocity the “Human Genome Project” suggests, eh ?


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