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Mutant Flaws

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Frail(-1): Your muscles are atrophied by the radiation mutating your body. -1 to all Str-related rolls.

Bad Eyes(-1): Your eyes have started to seriously degrade from the radiation, and you will be blind by the time you're middle-aged. -1 to all Percep-related rolls.

Dumb(-1): The radiation has slowed your cognitive process... poor dumb mutant. -1 to all Int/Tech related rolls.

Stubs(-1): You have either smaller-than normal limbs, defective limbs, or simply fewer limbs than normal people. -1 to all attack rolls.

Heterothermic(-1): You're like a freaking lizard, dude. Continual 10 points of damage (per minute or per combat round) when in significantly higher / lower-than-average temperatures.

Ugly(-1): NPCs have an automatically slight aversion to you, for your physical deformity and the deformities to your stance, gait, and speech.

Toxin Susceptible(-1): You are very susceptible to toxins. If you are poisoned, you take double effect from the toxin, the toxin lasts twice as long, or it takes half the amount of time for the final effect of the toxin to take place. If more than one of these applies, you take double effect from the toxin. This also applies to the effects of drugs.

Cold Vulnerability(-1): Your skin and flesh have mutated to be especially susceptible to cold temperatures. You slow down in cold temperatures and take twice as much damage from extreme sources of cold, and you can only take 1 action (or 2 attacks) in very cold temperatures (freezing and below).

Fire Vulnerability(-1): Your skin and flesh have mutated to be especially flammable. You take twice as much damage from fire and heat sources.

Night Blindness(-1): Your eyes don't do well in very dim lighting. -1 to all rolls in dark conditions. Cannot be taken with Night Vision.

Slow(-1): Your movements are slow and ponderous. -1 to all agility rolls.

Sensitive ears(-1): When there are loud noises, like alarms, gunfire, or anything else the GM determines to be a 'loud noise', you take a -1 to all rolls.

Daylight Blindness(-1): Sunlight and bright lights hurt your eyes. -1 to all rolls in these conditions. Cannot be negated by eyewear.

Sick(-2): The radiation leaves you weakened and anemic. -5 HP per level.

Super-sensitive ears(-2): Your ears are extremely sensitive. When there are loud noises, like alarms, gunfire, or anything else the GM determines to be a 'loud noise', you take a -2 to all rolls.

Deaf and Blind(-2): Your eyes are dim, your ears ringing all the time. -4 to all Percep rolls.

Crippled(-2): Your muscles are atrophied and non-responsive. -4 to all Str rolls.

Dumb As A Brick(-2): Your mind simply can't grasp more complicated processes. -3 to all Int and Tech rolls.

Stiff:(-2): Your muscles are unresponsive, your joints stiff and tight. -4 to all agility rolls.

Stinkbug(-2): You might not be necessarily ugly, but damn, do you stink. It's as if your body is decaying before you are dead. People tend to try to avoid you, and anyone within 10 meters takes a -2 to all rolls.

Osteogenesis imperfecta(-3): Your bones are brittle and crack easily. +5 damage per hit against you.

Slick Soul(-3): Your mutation has sent your mind into a perilous depressive state. Even if your conscious mind is upbeat, your subconscious wants you dead. Every time you would lose a life, you lose one extra life.

Combat Monster(-3) : Your body chemistry pumps far too much androgen, testosterone, and adrenaline into your system. Your brainstem is enlarged. What does that mean? You're a combat monster. When given the chance for combat (tense situations, threats), you must make an Int/Level/Luck roll. If you fail, you must immediately attack a hostile, or "hostile", opponent. Additionally, you must make an Int/Level/Luck roll to stop fighting, or else you start attacking "friendlies". You can make another Int/Level/Luck roll every round to try to exit the frenzy.

Passive(-3): Your body chemistry is messed up in a unique way. Whenever you get the fight-or-flight feeling, whenever you even think about getting into a dangerous, combative situation, your body and mind seize up and keep you from doing so. You need to make an Int/Level/Luck roll to actually start or join combat, and every 2 rounds, you must make another one or else stop fighting. You can retry 2 rounds later if you fail.