Drawbacks in Genetic Disorder | World Anvil
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Drawbacks

Complete List of Drawbacks
d% Drawback MP Value
01-03 Ability Decay 4
04-05 Achilles Heel 2
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
56-58 Mindslave 2
59-60 Monocular Vision 2
61-65 Neutrad Dependency 5
66-70 Pheromone Repulsion 1
71-75 Poisonous Blood 6
76-79 Rapid Aging 2
80-85 Reduced Speed 3
86-90 Thin Skin 5
91-95 Ultraviolet Allergy 3
96-100 Weak Immune System 1
  • Ability Decay: One of your ability scores (your choice) permanently decreases by 2. You cannot apply this drawback to an ability score of 3 or less. Special: You may take this drawback multiple times. Its effects stack.
  • Achilles Heel: Any attack roll made to confirm a critical hit against you gains a +4 circumstance bonus. Special: Creatures immune to critical hits cannot have this drawback.
  • Blood Hunger: 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 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.
  • Combat Fear: 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.
  • Cybernetic Dependency:  You need a body repair weave 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.
  • Festering Sores: 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.
  • Frailty: You take a –2 penalty on all Fortitude saves, including saves made to stabilize at negative hit points. Special: You cannot take this mutation if you have the Great Fortitude feat.
  • Heat/Cold Susceptibility: You take double damage from prolonged exposure to extreme heat or cold.
  • Lethargy:  You take a –2 penalty on all Reflex saves. Special: You cannot take this mutation if you have the Lightning Reflexes feat.
  • Light Sensitivity: 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 remain in the affected area.
 
  • Lost Arm: 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.
  • Mindslave: You take a –2 penalty on all Will saves. Special: You cannot take this mutation if you have the Iron Will feat.
  • Monocular Vision: You have one eye. You have poor depth perception. All range increments are halved (including those for Spot checks).
  • Neutrad Dependency:  If you go 24 hours without taking a dose of neutrad (see Chapter 3: Gear, page 69), 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).
  • Pheromone Repulsion: You release pheromones that other creatures find repulsive.  You take a –4 penalty on all Diplomacy and Handle Animal checks made against creatures within 30 feet of you. Special: You cannot take this drawback if you have the Pheromone Attraction mutation.
  • Poisonous Blood: : 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. Special: This drawback can be taken only in Progress Level 6 or higher campaigns (when antitox is available).
  • Rapid Aging: 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.
  • Reduced Speed: 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.
  • Thin Skin: You take 1 additional point of damage each time you are wounded.
  • Ultraviolet Allergy: Ultraviolet light(including direct sunlight) burns your flesh, and causes it to ignite. 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.
  • Weak Immune System:  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.

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