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Mutation Drawbacks

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Revision as of 04:26, 22 February 2026 by Orcephrye (talk | contribs) (THIN SKIN)
Table: Drawbacks
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 Light Sensitivity 1
51–55 Lost Arm 3
56–60 Mindslave 2
61–65 Neutrad Dependency 5
66–70 Pheromone Repulsion 1
71–75 Poisonous Blood 6
76–80 Rapid Aging 2
81–85 Reduced Speed 3
86–90 Thin Skin 5
91–95 Ultraviolet Allergy 3
96–100 Weak Immune System 1

ABILITY DECAY

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

MP Value: 4.

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 ability 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 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 feat.

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 a –1 penalty on attack rolls, Search checks, and Spot 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).

WEAK IMMUNE SYSTEM

Your body has difficult preventing infections from entering its system, and thus it is prone to sickness and disease.

MP Value: 1.

Drawback: You take a –2 penalty on all Fortitude saves against poison, disease, and radiation sickness.

Special: You cannot take this drawback if you have the Ultra Immune System feat.

ULTRAVIOLET ALLERGY

Ultraviolet light burns your flesh and causes it to ignite.

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.