Character Generation


  • Choose pure human (cyborg optional), mutated human or mutated animal.
  • Roll up your 4 main attributes (Brawn, Brains, Balance, Bravado)
  • Choose gender, age and race (if applicable)
  • Spend Skill points on skills and powers (AKA abilities)
  • Print out a character sheet and follow any instructions on it.



Players can choose three types of characters.

PURESTRAIN HUMANS represent the baseline of the four attributes (Brawn, Brains, Balance, Bravado) and have the highest amount of skills (such as Disguise, First Aid, etc). Only humans can have CYBERNETIC PARTS (see below).

MUTATED HUMANS generally have a higher Brawn and Bravado than purestrain humans, but have a lower average Balance and Brains. Mutated humans trade in their skill points for MUTATIONS (see below)

MUTATED ANIMALS can be any non-human animal that travels with the group. They are not necessarily as smart as humans, nor do they necessarily travel as quickly. These are choices the player must make when they create the character. It is possible for a player to create, for example, a mutated sloth that is no smarter, faster or stronger than a normal sloth, which may be seen as other players as more a liability to the group than an asset. As such the player should apply some strategy during character creation if they want to maximize character usefulness. The flip side is of course that ‘hopeless’ characters can be fun to play, and useful for other characters as a meat shield until its inevitable gruesome demise.


1. Purestrain human (cybernetic limbs optional)
2. Mutated human
3. Mutated animal



Unlike the standard rules of Spaceship Zero, rather than assign a pool of points into the four attributes, in Mutilator attributes are randomly rolled using various nerdy dice, as below. Players of mutated animal characters choose what animal they wish and roll on the size table of their choice (there’s no hard delineations between size categories – use common sense e.g: small for chihuahua, armadillo or reef squid; medium for any man-sized animals like komodo dragon, domestic hog, or saint bernard; and large for rhino, giant squid or ostrich) BUT because they are mutant animals they don’t have to pick an appropriate size for the animal chosen. If they want to play a giraffe the size of a mouse or a spider the size of an elephant, go nuts.

Purestrain Human

BRAWN 3d6+2 (5-20)
BRAINS 3d6+2

Mutated Human
BRAWN 4d6-2 (2-22)
BRAINS 2d10 (2-20)
BALANCE 2d10 (2-20)
BRAVADO 3d6+2 (5-20)

Mutated Animal, small
BRAWN 1d10

Mutated Animal, medium

Mutated Animal, large



III. AGE Roll 1d20 and add 11;

GENDER (OPTIONAL – Choose if you don’t feel comfortable with rolling)

01-04 None (asexual)
05-08 Both (hermaphrodite)
09- 58 Female
59-00 Male

RACE (Optional)

01-57 Asian
58-72 African
73-85 European
85-93 Latino/S.American
94-00 Other


FIRST, double each Attribute score (Brawn, Brains, etc). These numbers are the amount of starting scores in your skills. So if you have a Brawn of 10, all your Brawn-linked skills (Endure, Heave, etc) start at 20. If you have a Brains of 16, all your Brains-linked skills (First Aid, Hide, etc) start at 32.

THEN, distribute your Skill Points: All character types (humans, mutants, animals) get 300 Skill Points. These points are spent NOT ONLY ON SKILLS BUT ALSO POWERS (Cybernetic implants and mutations). NOTE that although skills are out of 100, SKILL SCORES CANNOT EXCEED 75.

For purestrain human characters, the player can distribute a maximum of 200 of his 300 skill points in up to 6 cybernetic powers, such as a range attack, increased strength (Brawn), armour, etc. Use the Deadly Effectiveness, Range, and Armour Effectiveness tables below. For example, the player Geiselbert decides he wants his cyborg to have laser eyes and a cybernetic hand that has medical tools, a computer interface tool and a flail. With his 200 points he puts 75 skill points into Weapon: Laser eye (consulting the Deadly Effectiveness Table a score of 75 gives his laser a damage bonus of +40); he adds 50 skill points to his First Aid skill; he adds 50 skill points to his Technical skills; and with the remaining 25 points adds 25 points to his Weapon: Melee skill (when using the flail) with a damage bonus of +20. All skill points not spent on cybernetic powers are then distributed to skills.

For mutated animals, assume that your animal has a human morphology (anatomy) with superficial animal characteristics, just like a teenage mutant ninja turtle (heroes in a half-shell). The player can spend up to 200 skill points on “natural” assets. This means you are essentially converting a human form into a normal animal form. For example, Deanna the player is making a mutant pangolin. In Step II above she decided to make the animal “medium-sized” or about the length and mass of a man. She also keeps the default Move Rate score of a human as well. But she wants her pangolin to have protective scales, claws, and a long sticky tongue just like a pangolin, so she distributes 200 points in to these powers the same way a human character can do with cyborg powers as described above*. Any skill points not put into these natural assets can be spent on skills, but they can also be spent on “unnatural” assets and defects (i.e. mutations), by rolling RANDOMLY on the Mutations Table below, giving some weird powers to an already weirdly mutated animal.

Bonus skill points to spend on natural assets can be gained by choosing some “natural defects” (aka disadvantages). For example, a normal pangolin does not have opposable thumbs and could not open a door or use a gun. Deanna could talk with the GM about how many skill points a defect like that would be worth (probably around 75 or so), and if she’s willing to accept the fact that her mutant pangolin will never be able to use skills like Technical Build & Repair, First Aid, Lockpicking, Pilot, or normal Weapon skill, she could take that 75 skill point bonus and add it to her pool of skill points to spend on skills, natural powers, and random mutations. She could go a similar route by reducing her Move Rate, Brains and Brawn to that of a regular run-of-the-mill pangolin, sacrificing the advantages of these humanoid attributes and making her mutated animal more closely related to a normal natural cousins. In doing so she can consult the table below on Converting Attribute Points to Skill Points and gain more bonus skill points to spend normally.

(As mentioned above, having an unusually sized animal does not require any change in Skill Points. You choose the size of your animal before you roll attributes, even if it’s a diminutive elephant or a rodent of unusual size.)

Mutated humans have 300 Skill Points just like the other character types, but they can spend all of their points on mutations and none of them on skills, if they so choose (although it is wise to at least put a few important skills like Endure, See, Survival, Backbone and a Weapon skill up to score of 50 or so). Mutated humans do not choose any powers like mutant animals do – all mutations are rolled randomly. They can however, add bonus points to their Skill Point pool when they roll Defects (Mutations noted with a (D) beside the name), but no more than 150 Skill Points can be added this way. Additionally, mutated humans can have no more than 10 mutations, and that includes defects. Since all mutations are random, it’s possible to roll up a mutant with 10 defects and no assets, but in such a case you’d have a mutant with 450 Skill Points to put into kick-ass skills like Weapon: Gun, Backbone, Sneak, etc, and that’s not a bad consolation, is it?


Example: Player character Mike rolls as follows:

SENSITIVE TO RADIATION (D) and rolls an Efficacy Level (E.L.) of 63. This is a DEFECT so it gives him an extra 63 Skill Points rather than drawing from his starting 300 skill point pool. The result: Total skill points is 363.
SILK PRODUCTION – EL 87. Total Skill points now 276
HEIGHTENED METABOLISM (D) – EL 60. Again this is a defect so it adds 60 points to his Skill Point pool. Total skill points now 336.
REDUNDANT ORGAN: TRACHEA – EL 82. Total skill points 254.
SENSITIVE TO RADIATION (D) is rolled again! EL is 34. This EL 34 would be added to the EL 63 of the mutation rolled originally for a total of 97, except that you cannot add more than 150 skill points to your pool from defects, and the total of the EL from the defects so far (including Heightened Metabolism) adds up to 157 points. So the EL of his Radiation Sensitivity mutation is reduced back down to 90 total and the extra 7 points are ignored. Total skill points is 281.
BLINDNESS (D) – EL 22. Sad that Mike got another defect but can’t gain any Skill Points for it. But at least the EL doesn’t come out of his Skill Point pool. Total SP is still 281.
HORNS – EL 71. Total SP is now 210.
MALFORMED MOUTH (D) – EL 100. Poor Mike. Total SP still 210. Mike could stop rolling mutations at any time, but he’s holding out for something awesome. His next roll is:
GLIDING MEMBRANES – EL 30. Total SP is 180.
EXTRA LIMB (ARM) – EL 75. Total SP is 105
TUMORS (D) – EL 04. Since any defect with an EL less than 10 can be ignored, Mike rolls again.
CLAWS (PINCERS) – EL 48. Total SP is 57.
Mike now has ten mutations, so he can’t roll on the mutation chart any more. The remaining 57 Skill Points must be spent on actual skills. Mike’s sad character has the following mutations: 1. Radiation Sensitivity, 2. Can produce silk out of glands in his mouth, similar to Spider-Man only more gross, 3. Heightened metabolism makes him much hungrier than normal, 4. A redundant trachea, handy if he ever gets shot in the neck, 5. minor vision loss, 6. Some wicked twisty horns on the top of his head, 7, A completely misshapen mouth that makes talking and eating a serious problem, 8. Membranes between his arms and legs that can allow clumsy gliding ability, 9. An extra arm on his left side that’s almost as dexterous as his normal arms, 10. Pincers on his right arm that makes fine work with that hand challenging, but delivers a nasty wound in close combat.

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