Stress Induction
In stressful situations, such as extreme desperation and fear for your life, extreme pain and injury, or exposure to unhealthy levels of radiation, your Genome may spontaneously change:
If you gain aberration points through Stress Induction, due to failure, or by surpassing the Genetic Threshold, see Gaining and losing Aberration Points for the details.
- You may express mutations you always had, but you were not aware of them because they were in a repressed state.
- You may develop new mutations that help you survive that situation, mutations that you didn't previously had in your Genome. However, this is very unlikely, unless you are exposed to mutagenic damage such as Rad Damage, Solar Damage or some types of chemicals made by the Ancients.
- Success: You develop a beneficial mutation worth 1 Gene Points, chosen by the GM.
- Raise: You can choose a beneficial mutation, and it's worth 1 extra Gene Point per raise you get.
- Failure: You gain 1 Aberration Point, no matter the amount of Gene Points you have spent, and you develop 1 suitable Aberration worth that 1 point, according to GM judgement, considering the nature of the situation.
- Critical Failure: You gain 3 Aberration Points, no matter the amount of Gene Points you have spent, and you develop an Aberration worth that 1 point.
If you gain aberration points through Stress Induction, due to failure, or by surpassing the Genetic Threshold, see Gaining and losing Aberration Points for the details.
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