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Mutation Drawbacks

From FuturePath
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.