Defects Cost 4
Deadly Immunity
Cost: -4
Mutation Score: no
Type: Defect (Physical)
Activation: Automatic
Range: 0
Duration: see below
Modifier: Constitution
Use: Once per day
Area of Effect: 5 ft. radius.
Effect: Disease carrier
Description: Once per day the mutant makes a mutation check. This determines the DC of the fortitude save against the disease the mutant produces. At some point during the day (determined by the GM) and lasting for 1d4 hours anyone coming within 5 feet of the mutant must make a fortitude check (DC above) or suffer a disease. Anyone catching it becomes automatically fatigued for 24 hours. A second fortitude check determines whether the character recovers or becomes exhausted. If the character has to make a third check it will determine whether the character dies or becomes fatigued.
Mentally Defenseless
Cost: -4
Mutation Score: no
Type: Defect (Mental)
Activation: Permanent
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: DC 5 vs. mental
Description: The DC to overcome Telepathic and Telekinetic attacks is increased by 5 for the character. Opponents also suffer no penalty for using telepathic abilities on an alien mind if the character is not in the same group.
Poor Dual Brain (Not Finished)
Cost: -4
Mutation Score: yes or no
Type: Defect (Mental)
Activation: Automatic
Range: Self
Duration: Constant
Modifier:
Use: Constant
Area of Effect: Self
Effect: Summary of Effect
Description: Full Description
Energy Sensitivity
Cost: -4
Mutation Score: no
Type: Physical, Plant (Defect)
Activation: Automatic
Range: Self
Duration: Permanent
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Penalties near power
Description: The mutant is automatically exhausted when within 5 ft. of a large power source. Small items cause fatigue. The mutant has a –6 to all saving throws against energy.
Periodic Amnesia
Cost: -4
Mutation Score: no
Type: Defect (Mental)
Activation: Automatic
Range: Self
Duration: Special
Modifier: Intelligence
Use: Constant
Area of Effect: Self
Effect: Forgetfulness
Description: In times of stress (i.e., the first round of combat), the mutant must make a mutation check vs. DC 15 or forget the last 24 hours. The results of forgetting are one round of standing confused, even in combat. When he snaps out of the confusion, the character will probably not remember why he is where he is, or what he is supposed to be doing (but he will defend himself against obvious aggression).
In a calm situation, the character must make a mutation check vs. DC 10 to not remember simple things or recall old memories.
Seizures
Cost: -4
Mutation Score: yes or no
Type: Defect
Activation: Activated
Range: Self
Duration: Constant
Modifier:
Use: times per day useable
Area of Effect: Self or Area
Effect: Summary of Effect
Description: Full Description
Wild Mutation
Cost: -4
Mutation Score: yes or no
Type: Defect (Mental)
Activation: Automatic
Range: Self
Duration: Constant
Modifier:
Use: Constant
Area of Effect: Self
Effect: Summary of Effect
Description: The character's activatable mutations are unstable and have a chance of randomly activating at any moment (chance determined by GM). The character can suppress the mutation before it fully expresses itself with a Will save DC (15 + mutations mutation score + mutations ability modifier)
Doubled Damage (Cost 6)
Cost: -6
Mutation Score: no
Type: Physical
Activation: Automatic
Range: Self
Duration: Permanent
Modifier: n/a
Use:Constant
Area of Effect: Self
Effect:
Description: Any attack that hits the character is automatically a critical.
Genetic Abnormality (Cost 6)
Cost: -6
Mutation Score: no
Type: Physical
Activation: Automatic
Range: Self
Duration: Permanent
Modifier: Constitution
Use:Constant
Area of Effect: Self
Effect: Potential Death
Description: The character has a potentially fatal genetic abnormality. During each story the character has a random chance of instant death from this abnormality be it from sudden cardiac arrest, stroke, incorrect cell replication, etc equal to 30% minus the character's Constitution modifier (e.g. a mutant with 15 Constitution would a 15% chance of death per story). Each roll is secretly made by the GM at the beginning of each story and should the result be positive the GM will kill the character at some point during the story if the gene is not discovered and fixed.
Note: This does not prevent the character's resurrection, but genetic abnormality will still be present until fixed.
Significant Body Change (See Chart Below for Roll)
Cost: -4
Mutation Score: no
Type: Physical (Defect)
Activation: Automatic
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Changes body form
Description: The character body is changed in multiple ways causing a -2 penalty to charisma. Roll 4d20 on the table below to determine the mutations.
Roll on table below to discover your body change.