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Created page with "== Drawbacks == {| class="wikitable" style="float:right; margin-left: 10px;" |+ Table: Drawbacks ! style="text-algin:left;" | d% ! Drawback ! MP Value |- | 01–05||Ability Decay ||4 |- | 06–10||Blood Hunger ||1 |- | 11–15||Brittle Bones ||4 |- | 16–20||Combat Fear ||4 |- | 21–25||Cybernetic Dependency ||6 |- | 26–30||Festering Sores ||2 |- | 31–35||Frailty ||3 |- | 36–40||Heat/Cold Susceptibility ||1 |- | 41–45||Lethargy ||2 |- | 46–50||Ligh..."
 
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== Drawbacks ==
 
{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+ Table: Drawbacks  
|+ Table: Drawbacks  
Line 7: Line 7:


|-
|-
| 01–05||Ability Decay ||4
| 01–05||Ability Decay || 5
|-
| 06–10||Blood Hunger ||1
|-
| 11–15||Brittle Bones ||4
|-
|-
| 16–20||Combat Fear ||4  
| 06–10||Blood Hunger ||4
|-
|-
| 21–25||Cybernetic Dependency ||6
| 11–17||Brittle Bones ||2
|-
|-
| 26–30||Festering Sores ||2
| 18–23||Chemical Dependency ||3
|-
|-
| 31–35||Frailty ||3
| 24-29||Combat Fear ||4
|-
|-
| 36–40||Heat/Cold Susceptibility ||1
| 30-36||Festering Sores ||2
|-
|-
| 41–45||Lethargy ||2
| 37-42||Frailty ||3
|-
|-
| 46–50||Light Sensitivity ||1  
| 43-49||Heat/Cold Susceptibility ||1
|-
|-
| 51–55||Lost Arm ||3
| 50-54||Lethargy || 4
|-
|-
| 56–60||Mindslave ||2
| 55-60||Light Sensitivity ||1
|-
|-
| 61–65||Neutrad Dependency ||5
| 61-68||Pheromone Repulsion ||1
|-
|-
| 66–70||Pheromone Repulsion ||1
| 69-74||Reduced Speed ||2
|-
|-
| 71–75||Poisonous Blood ||6
| 75-80 ||Slow Minded ||3
|-
|-
| 76–80||Rapid Aging ||2  
| 81-88||Thin Skin ||2
|-
|-
| 81–85||Reduced Speed ||3  
| 89-94||Ultraviolet Allergy || 3  
|-
|-
| 86–90||Thin Skin ||5
| 95-100||Weak Immune System ||3
|-
| 91–95||Ultraviolet Allergy ||3
|-
| 96–100||Weak Immune System ||1
|}
|}


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Your body or mind suffers from some marked deformity or deterioration.
Your body or mind suffers from some marked deformity or deterioration.


'''MP Value:''' 4.
'''MP Value:''' 5


'''Drawback:''' One of your ability scores (your choice) permanently decreases by 2. You cannot apply this drawback to an ability score of 3 or less.
'''Drawback:''' One of your ability scores (your choice) permanently decreases by 2. You cannot apply this drawback to an ability score of 5 or less.


'''Special:''' You may take this drawback multiple times. Its effects stack.
'''Special:''' You may take this drawback multiple times. Its effects stack.


=== <u>BLOOD HUNGER</u> ===
=== <u>BLOOD HUNGER</u> ===
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You crave the taste of blood. Moreover, you need to drink blood to survive.
You crave the taste of blood. Moreover, you need to drink blood to survive.


'''MP Cost:''' 1.
'''MP Value:''' 4


'''Drawback:''' You must drain a pint of blood from a living creature once every 24 hours. Doing so is an attack action, and you can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from the bite attack plus an extra 1d6 points of damage from the blood loss.
'''Drawback:''' You must drain a pint of blood from a living creature once every 24 hours. Doing so is an attack action, and you can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from the bite attack plus an extra 1d6 points of damage from the blood loss.


If you go 24 hours without consuming blood, you take 1d4 points of Constitution damage. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing.
If you go 24 hours without consuming blood, you take 1d4 points of Constitution damage. Drinking a pint of blood cures the damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing.


'''Special:''' You must have a natural bite attack to take this drawback.
'''Special:''' You must have a natural bite attack to take this drawback.


=== <u>BRITTLE BONES</u> ===
=== <u>BRITTLE BONES</u> ===
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Your bones weaken such that you can no longer withstand hard or sudden impacts.
Your bones weaken such that you can no longer withstand hard or sudden impacts.


'''MP Value:''' 4.
'''MP Value:''' 2
 
Drawbacks: Your massive damage threshold decreases by 3. In addition, you take an additional 1d6 points of damage from a fall.


'''Special:''' You cannot take this drawback if you have the Skeletal Reinforcement mutation.
'''Drawbacks:''' Your massive damage threshold decreases to 1/4 damage. In addition, you take an additional 1d6 points of damage from a fall per 10ft. Take disadvantage on all saving throws associated with the [[Conditions#Shaken|Shaken]].


'''Special:''' You cannot take this drawback if you have the [[Mutation_Enhancements#EXOSKELETON|Exoskeleton]] or [[Mutation_Enhancements#SKELETAL_REINFORCEMENT|Skeletal Reinforcement]] mutation.


=== <u>COMBAT FEAR</u> ===
=== <u>COMBAT FEAR</u> ===
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Due to a chemical imbalance in your brain, you are gripped by an inexplicable fear whenever you face a dangerous or frightening situation.
Due to a chemical imbalance in your brain, you are gripped by an inexplicable fear whenever you face a dangerous or frightening situation.


'''MP Value:''' 4.
'''MP Value:''' 4


'''Drawback:''' After initiative is rolled but before you take your first action in combat, make a Will saving throw (DC 15). If you fail the Will save, you are shaken for the rest of the encounter, taking a –2 penalty on attack rolls, saving throws, and skill checks. If the save succeeds, you overcome your moment of fear and negate the ill effects.
'''Drawback:''' After initiative is rolled but before you take your first action in combat, make a Will saving throw (DC 15). If you fail the Will save, you are shaken for the rest of the encounter, taking a –2 penalty on attack rolls, saving throws, and skill checks. If the save succeeds, you overcome your moment of fear and negate the ill effects.
=== <u>CYBERNETIC DEPENDENCY</u> ===
Radiation exposure causes your body tissues to degenerate. You rely on a cybernetic implant to repair damage to your body.
'''MP Value:''' 6.
'''Drawback:''' You need a body repair weave (see Cybernetics) to heal naturally. For you, the body repair weave does not confer its usual benefit (improved natural healing). If the implant is destroyed, you cannot heal damage naturally until it is replaced or repaired.
'''Special:''' This drawback is available only in Progress Level 7 or higher campaigns.


=== <u>FESTERING SORES</u> ===  
=== <u>FESTERING SORES</u> ===  
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Your skin is covered with painful, festering sores.
Your skin is covered with painful, festering sores.


'''MP Value:''' 2.
'''MP Value:''' 4
 
'''Drawback:''' The festering sores are more aggravating than harmful, but they make it especially hard to wear armor. When you wear any type of armor, decrease the armor’s maximum Dexterity bonus by –2 and increase its armor penalty by +4.


'''Drawback:''' The festering sores are more aggravating than harmful, but they make it especially hard to wear armor. Armor requirements all have +1 to [[Proficiency_Tree#Armor_Branch|Armor Branch]]. -2 to all [[Disguise]] Checks


=== <u>FRAILTY</u> ===
=== <u>FRAILTY</u> ===


Your body is particularly vulnerable to the ravages of poison, disease, radiation, and other ailments. You also have trouble stabilizing when severely wounded.
Your body is particularly vulnerable to being hurt and cannot take as much damage as a normal person of the same species.


'''MP Value:''' 3.
'''MP Value:''' 3


'''Drawback:''' You take a –2 penalty on all Fortitude saves, including saves made to stabilize at negative hit points.
'''Drawback:''' Gain [[Difficulties#Hit-Points_Reduction|Hit Points Reduction]] x1. This is applied retroactively.  
 
'''Special:''' You cannot take this mutation if you have the Great Fortitude feat.


'''Special:''' Can take this up to 1/2 the character's Hit Die Total. I.e., if the Character's Hit Die is 1d8, then this can be taken up to 4 times.


=== <u>HEAT/COLD SUSCEPTIBILITY</u> ===  
=== <u>HEAT/COLD SUSCEPTIBILITY</u> ===  


Your body does not react well to particularly hot or cold temperatures.
Your body does not react well to extreme heat or cold.


'''MP Value:''' 1.
'''MP Value:''' 1.


'''Drawback:''' You take double damage from prolonged exposure to extreme heat or cold.
'''Drawback:''' You gain [[Damage_Types_and_Attributes#Weakness|Weakness]] 1 Thermal (Heat/Cold) (Excludes Radiation)


'''Special:''' This can be taken up to 10 times.


=== <u>LETHARGY</u> ===
=== <u>LETHARGY</u> ===
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Thanks to slow electrical impulses along your central nervous system, you have trouble reacting quickly to danger.
Thanks to slow electrical impulses along your central nervous system, you have trouble reacting quickly to danger.


'''MP Value:''' 2.
'''MP Value:''' 4


'''Drawback:''' You take a –2 penalty on all Reflex saves.
'''Drawback:''' You take a disadvantage on Dexterity saves and Initiative Checks.  
 
'''Special:''' You cannot take this mutation if you have the Lightning Reflexes feat.


'''Special:''' You cannot take this mutation if you have the [[Lightning_Reflexes|Lightning Reflexes]] feat.


=== <u>LIGHT SENSITIVITY</u> ===  
=== <u>LIGHT SENSITIVITY</u> ===  
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'''MP Value:''' 1.
'''MP Value:''' 1.


Drawbacks: Abrupt exposure to bright light (such as sunlight) blinds you for 1 round. On subsequent rounds, you take a –1 penalty on attack rolls, Search checks, and Spot checks as long as you remainin the affected area.
'''Drawbacks:''' Abrupt exposure to bright light (such as sunlight) blinds you for 1 round. On subsequent rounds, you take disadvantage on Attack Rolls, [[Perception]] checks as long as you remainin the affected area.
 
=== <u>LOST ARM</u> ===
 
One of your arms withers or gets eaten away, leaving behind a stump.
 
'''MP Value:''' 3.
 
'''Drawback:''' You lose one arm of your choice. You cannot effectively wield weapons that require two hands. In addition, you take a –2 penalty on Climb checks, Swim checks, and grapple checks.  


'''Special:''' You can replace your lost arm with a cybernetic replacement arm, assuming such technology is available and you can afford it.
=== <u>CHEMICAL DEPENDENCY</u> ===


You rely on pharmaceutical compounds like those [[General_Equipment#Medical_Items|here]].


=== <u>MINDSLAVE</u> ===
'''MP Value:''' 3
 
You have certain mental deficiencies that make it harder to resist mind-influencing effects.
 
'''MP Value:''' 2.
 
'''Drawback:''' You take a –2 penalty on all Will saves.
 
'''Special:''' You cannot take this mutation if you have the Iron Will feat.
 
 
=== <u>NEUTRAD DEPENDENCY</u> ===
 
You rely on a medical compound called neutrad to survive.
 
'''MP Value:''' 6.
 
'''Drawback:''' If you go 24 hours without taking a dose of neutrad you must make a successful Fortitude save (DC 15) or take 1 point of Strength damage and 1 point of Constitution damage. Taking a dose of neutrad cures the ability damage caused by neutrad deprivation in 1d6 rounds. Ability damage caused by neutrad deprivation cannot be restored through natural healing.
 
'''Special:''' This drawback can be taken only in Progress Level 6 or higher campaigns (when neutrad is available).


'''Drawback:''' For every 24 hours without taking a dose, you must make a successful Constitution save (DC 15) or take 1 point of Strength and Constitution damage. Taking a dose cures the damage caused by deprivation.


=== <u>PHEROMONE REPULSION</u> ===  
=== <u>PHEROMONE REPULSION</u> ===  
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You release pheromones that other creatures find repulsive.
You release pheromones that other creatures find repulsive.


'''MP Value:''' 1.
'''MP Value:''' 1


Drawbacks: You take a –4 penalty on all Diplomacy and Handle Animal checks made against creatures within 30 feet of you.  
'''Drawbacks:''' You take a -2 penalty on all [[Diplomacy]] and [[Handle Animal]] checks made against targets within 30 feet of you.  


'''Special:''' You cannot take this drawback if you have the Pheromone Attraction mutation.
'''Special:''' You cannot take this drawback if you have the [[Mutation_Enhancements#PHEROMONE_ATTRACTION|Pheromone Attraction]] mutation. You can take this drawback multiple times.


=== <u>POISONOUS BLOOD</u> ===
=== <u>REDUCED SPEED</u> ===


Your blood is poisonous to your own body. You must take regular doses of antitox to resist the poison’s effects.
You are unable to move as quickly as normal due to various mutations and deformities.


'''MP Value:''' 6.
'''MP Value:''' 2


'''Drawback:''' If you go 24 hours without taking a dose of antitox you must make a successful Fortitude save (DC 15) or take 1d4 points of Constitution damage. Taking a dose of antitox cures the ability damage caused by antitox deprivation in 1d6 rounds. Ability damage caused by antitox deprivation cannot be restored through natural healing.
'''Drawback:''' Reduce your base movement speed by 5 feet. This speed decrease also applies to any natural burrow, climb, fly, or swim speed you might have.


'''Special:''' This drawback can be taken only in Progress Level 6 or higher campaigns (when antitox is available).
'''Special:''' You may take this drawback multiple times. You cannot use this to lower a Character's base speed by more then 10ft.


=== <u>RAPID AGING</u> ===
=== <u>THIN SKIN</u> ===


You age at an increased rate due to the strain your mutations place on your cells. You appear many years older than your actual age.  
You are more susceptible to harm.


'''MP Value:''' 2.
'''MP Value:''' 2


'''Drawback:''' Double your actual age to get your effective age. Your effective age determines your ability score penalties. You do not gain any of the benefits of aging (increased mental ability scores).
'''Drawback:''' Gain [[Damage_Types_and_Attributes#Weakness|Weakness]] 1 (ALL). Any damage gains +1 to its total even after DR is accounted for.


'''Special:''' This can be taken up to 10 times for a total of Weakness 10 (ALL).


=== <u>REDUCED SPEED</u> ===
=== <u>SLOW MINDED</u> ===


You are unable to move as quickly as normal due to various mutations and deformities.
You struggle to keep up intellectually with others. You often do not pick up things that others learn naturally or find intuitive. It is not that you cannot learn or master a topic. It simply takes more time to do so.  


'''MP Value:''' 3.
'''MP Value:''' 3
 
'''Drawback:''' Reduce your speed by 5 feet. This speed decrease also applies to any natural burrow, climb, fly, or swim speed you might have.


'''Special:''' You may take this drawback multiple times. Its effects stack.
'''Drawback:''' Gain [[Difficulties#XP_Sink|XP Sink]] 5%


'''Special:''' This can be taken up to 6 times. Cannot take any [[Feats]] that improve upon Intelligence. Cannot take if the Mutant's Character Path is [[Character_Path#Path_of_Intelligence_(Smart_Hero)|Path of Intelligence]]. Cannot take if the Mutant has the [[Mutation_Enhancements#Brainiac|Brainiac]] mutation.


=== <u>THIN SKIN</u> ===
'''Note:''' This needs to be used with games that give out XP. Some games can use other methods to level up a Character. If this is the case, talk to the GM about how to slow down this Character's leveling or simply pick a different drawback.
 
You are more susceptible to harm.
 
'''MP Value:''' 5.
 
'''Drawback:''' You take 1 additional point of damage each time you are wounded.
 


=== <u>WEAK IMMUNE SYSTEM</u> ===
=== <u>WEAK IMMUNE SYSTEM</u> ===


Your body has difficult preventing infections from entering its system, and thus it is prone to sickness and disease.
Your body is particularly vulnerable to the ravages of poison, disease, radiation, and other ailments. You also have trouble stabilizing when severely wounded.


'''MP Value:''' 1.
'''MP Value:''' 3.


'''Drawback:''' You take a –2 penalty on all Fortitude saves against poison, disease, and radiation sickness.
'''Drawback:''' You take disadvantage on all Constitution saves. This includes death saving throws. Also, any saving throw for Poisons. Any saving throw for [[Conditions#Nauseated|Nauseated]] or [[Conditions#-_Sickened|Sickened]].


'''Special:''' You cannot take this drawback if you have the Ultra Immune System feat.
'''Special:''' You cannot take this mutation if you have the [[Great_Fortitude|Great Fortitude]] or [[Ultra_Immune_System|Ultra Immune System]] feat. Also cannot take this if the mutant has the [[Mutation_Enhancements#ULTRA_IMMUNE_SYSTEM|Ultra Immune System]] mutation.


=== <u>ULTRAVIOLET ALLERGY</u> ===
=== <u>ULTRAVIOLET ALLERGY</u> ===


Ultraviolet light burns your flesh and causes it to ignite.
Ultraviolet light burns your flesh, causing it to ignite.  


'''MP Value:''' 3.
'''MP Value:''' 3


'''Drawback:''' Ultraviolet light (including direct sunlight) burns you for 2d6 points of fire damage per round and causes any light, flammable clothing you are wearing to ignite.
'''Drawback:''' Ultraviolet light (including direct sunlight) burns you for Xd6 points of Thermal (Radiation) damage per minute of exposure. Where X is the half Character's level round down.

Latest revision as of 23:26, 23 February 2026

Table: Drawbacks
d% Drawback MP Value
01–05 Ability Decay 5
06–10 Blood Hunger 4
11–17 Brittle Bones 2
18–23 Chemical Dependency 3
24-29 Combat Fear 4
30-36 Festering Sores 2
37-42 Frailty 3
43-49 Heat/Cold Susceptibility 1
50-54 Lethargy 4
55-60 Light Sensitivity 1
61-68 Pheromone Repulsion 1
69-74 Reduced Speed 2
75-80 Slow Minded 3
81-88 Thin Skin 2
89-94 Ultraviolet Allergy 3
95-100 Weak Immune System 3

ABILITY DECAY

Your body or mind suffers from some marked deformity or deterioration.

MP Value: 5

Drawback: One of your ability scores (your choice) permanently decreases by 2. You cannot apply this drawback to an ability score of 5 or less.

Special: You may take this drawback multiple times. Its effects stack.

BLOOD HUNGER

You crave the taste of blood. Moreover, you need to drink blood to survive.

MP Value: 4

Drawback: You must drain a pint of blood from a living creature once every 24 hours. Doing so is an attack action, and you can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from the bite attack plus an extra 1d6 points of damage from the blood loss.

If you go 24 hours without consuming blood, you take 1d4 points of Constitution damage. Drinking a pint of blood cures the damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing.

Special: You must have a natural bite attack to take this drawback.

BRITTLE BONES

Your bones weaken such that you can no longer withstand hard or sudden impacts.

MP Value: 2

Drawbacks: Your massive damage threshold decreases to 1/4 damage. In addition, you take an additional 1d6 points of damage from a fall per 10ft. Take disadvantage on all saving throws associated with the Shaken.

Special: You cannot take this drawback if you have the Exoskeleton or Skeletal Reinforcement mutation.

COMBAT FEAR

Due to a chemical imbalance in your brain, you are gripped by an inexplicable fear whenever you face a dangerous or frightening situation.

MP Value: 4

Drawback: After initiative is rolled but before you take your first action in combat, make a Will saving throw (DC 15). If you fail the Will save, you are shaken for the rest of the encounter, taking a –2 penalty on attack rolls, saving throws, and skill checks. If the save succeeds, you overcome your moment of fear and negate the ill effects.

FESTERING SORES

Your skin is covered with painful, festering sores.

MP Value: 4

Drawback: The festering sores are more aggravating than harmful, but they make it especially hard to wear armor. Armor requirements all have +1 to Armor Branch. -2 to all Disguise Checks

FRAILTY

Your body is particularly vulnerable to being hurt and cannot take as much damage as a normal person of the same species.

MP Value: 3

Drawback: Gain Hit Points Reduction x1. This is applied retroactively.

Special: Can take this up to 1/2 the character's Hit Die Total. I.e., if the Character's Hit Die is 1d8, then this can be taken up to 4 times.

HEAT/COLD SUSCEPTIBILITY

Your body does not react well to extreme heat or cold.

MP Value: 1.

Drawback: You gain Weakness 1 Thermal (Heat/Cold) (Excludes Radiation)

Special: This can be taken up to 10 times.

LETHARGY

Thanks to slow electrical impulses along your central nervous system, you have trouble reacting quickly to danger.

MP Value: 4

Drawback: You take a disadvantage on Dexterity saves and Initiative Checks.

Special: You cannot take this mutation if you have the Lightning Reflexes feat.

LIGHT SENSITIVITY

Your eyes cannot adjust to bright light.

MP Value: 1.

Drawbacks: Abrupt exposure to bright light (such as sunlight) blinds you for 1 round. On subsequent rounds, you take disadvantage on Attack Rolls, Perception checks as long as you remainin the affected area.

CHEMICAL DEPENDENCY

You rely on pharmaceutical compounds like those here.

MP Value: 3

Drawback: For every 24 hours without taking a dose, you must make a successful Constitution save (DC 15) or take 1 point of Strength and Constitution damage. Taking a dose cures the damage caused by deprivation.

PHEROMONE REPULSION

You release pheromones that other creatures find repulsive.

MP Value: 1

Drawbacks: You take a -2 penalty on all Diplomacy and Handle Animal checks made against targets within 30 feet of you.

Special: You cannot take this drawback if you have the Pheromone Attraction mutation. You can take this drawback multiple times.

REDUCED SPEED

You are unable to move as quickly as normal due to various mutations and deformities.

MP Value: 2

Drawback: Reduce your base movement speed by 5 feet. This speed decrease also applies to any natural burrow, climb, fly, or swim speed you might have.

Special: You may take this drawback multiple times. You cannot use this to lower a Character's base speed by more then 10ft.

THIN SKIN

You are more susceptible to harm.

MP Value: 2

Drawback: Gain Weakness 1 (ALL). Any damage gains +1 to its total even after DR is accounted for.

Special: This can be taken up to 10 times for a total of Weakness 10 (ALL).

SLOW MINDED

You struggle to keep up intellectually with others. You often do not pick up things that others learn naturally or find intuitive. It is not that you cannot learn or master a topic. It simply takes more time to do so.

MP Value: 3

Drawback: Gain XP Sink 5%

Special: This can be taken up to 6 times. Cannot take any Feats that improve upon Intelligence. Cannot take if the Mutant's Character Path is Path of Intelligence. Cannot take if the Mutant has the Brainiac mutation.

Note: This needs to be used with games that give out XP. Some games can use other methods to level up a Character. If this is the case, talk to the GM about how to slow down this Character's leveling or simply pick a different drawback.

WEAK IMMUNE SYSTEM

Your body is particularly vulnerable to the ravages of poison, disease, radiation, and other ailments. You also have trouble stabilizing when severely wounded.

MP Value: 3.

Drawback: You take disadvantage on all Constitution saves. This includes death saving throws. Also, any saving throw for Poisons. Any saving throw for Nauseated or Sickened.

Special: You cannot take this mutation if you have the Great Fortitude or Ultra Immune System feat. Also cannot take this if the mutant has the Ultra Immune System mutation.

ULTRAVIOLET ALLERGY

Ultraviolet light burns your flesh, causing it to ignite.

MP Value: 3

Drawback: Ultraviolet light (including direct sunlight) burns you for Xd6 points of Thermal (Radiation) damage per minute of exposure. Where X is the half Character's level round down.