Minor Deformities

Under normal circumstances only mutants and the very unfortunate gain deformities. However, anyone attempting to apply multiple retroviruses is likely to gain a deformity. Occasionally, the subject might not even be aware they already have a retrovirus, particularly in the case of children born to endogen parents.

Bioware: Characters are limited to two deformities and cannot take a deformity if it doesn’t impair one of their abilities (i.e. a blind character cannot take the diminished sight deformity). A player must seek the GM’s approval to take a deformity to offset the benefits of additional retroviruses.

The Gene Pool number denotes how much each deformity is worth to both bioware-using characters and mutants. Characters who receive deformities from bioware are generally limited to 1-2 point deformities, but your GM may allow higher-cost deformities.

Some 1-2 point deformities appeared in Gravity Age: Bioware Emporium before appearing in Gravity Age: Mutant Menagerie.

Mutants: Select deformities to build your Gene Pool. Deformities which are only available to a specific creature type or subtype will be found in parentheses, i.e. [Example]. Some deformities are not suitable for player characters (especially high-cost deformities). Be sure to check with your GM when selecting them, regardless of point cost.


Deformity Tables

Table: Deformities GP 1 & 2

Deformity Gene Pool Disguise DC Source
1-point Deformities
Anxious +1 +0 SH:GA:MM
Avarice +1 +0 SH:GA:MM
Bizarre Appearance +1 +2 SH:GA:MM
Chemical Dependency +1 +1 SH:GA:MM
Condescending +1 +0 SH:GA:MM
Diminished Hearing +1 +0 SH:GA:MM
Diminished Olfactory +1 +0 SH:GA:MM
Diminished Taste +1 +0 SH:GA:MM
Fragile +1 +0 SH:GA:MM
Fractured Mind +1 +0 SH:GA:MM
Heat/Cold Susceptibility +1 +0 SH:GA:MM
Increased Caloric Needs +1 +0 SH:GA:MM
Light Sensitivity +1 +0 SH:GA:MM
Misshapen +1 +3 SH:GA:MM
Monocular Vision +1 +2 SH:GA:MM
Mutant Spasms +1 +1 SH:GA:MM
Mute +1 +0 SH:GA:MM
Paranoid +1 +0 SH:GA:MM
Rapid Aging +1 +0 SH:GA:MM
Reduced Speed +1 +0 SH:GA:MM
Shadow-Scarred +1 +0 SH:GA:MM
Weak Immune System +1 +0 SH:GA:MM
2-point Deformities
Ability Decay +2 +0 SH:GA:MM
Albinism +2 +3 SH:GA:MM
Blood Hunger +2 +0 SH:GA:MM
Chemical Dependency +2 +1 SH:GA:MM
Cold Lethargy [Plant] +2 +0 SH:GA:MM
Diminished Sight +2 +0 SH:GA:MM
Energy Vulnerability +2 +0 SH:GA:MM
Epidermal Susceptibility +2 +0 SH:GA:MM
Festering Sores +2 +3 SH:GA:MM
Group 11 Weakness +2 +0 SH:GA:MM
Lame +2 +2 SH:GA:MM
Lethargy +2 +0 SH:GA:MM
Light Blindness +2 +0 SH:GA:MM
Mindslave +2 +0 SH:GA:MM
Poison Susceptibility +2 +0 SH:GA:MM
Slowed by Electricity [Android] +2 +0 SH:GA:MM
Space Sickness +2 +0 SH:GA:MM
Star Metal Weakness +2 +0 SH:GA:MM
Vulnerability to Sunlight +2 +0 SH:GA:MM

Table: Deformities GP 3, 4, & 5

Deformity Gene Pool Disguise DC Source
3-point Deformities
Brittle Bones +3 +0 SH:GA:MM
Combat Fear +3 +0 SH:GA:MM
Deaf +3 +0 SH:GA:MM
Deformed Hand +3 +3 SH:GA:MM
Diminished Cognizance +3 +0 SH:GA:MM
Frailty +3 +1 SH:GA:MM
Hideous Visage +3 +5 SH:GA:MM
Lost Arm +3 +3 SH:GA:MM
Mania +3 +0 SH:GA:MM
Nocturnal +3 +2 SH:GA:MM
Oblivious +3 +0 SH:GA:MM
Pheromone Repulsion +3 +0 SH:GA:MM
Phobia +3 +0 SH:GA:MM
Reduced Oxygen Efficiency +3 +0 SH:GA:MM
Simian Deformity +3 +5 SH:GA:MM
Thin Skin +3 +0 SH:GA:MM
Vulnerable Mind +3 +0 SH:GA:MM
4-point Deformities
Amnesia +4 +0 SH:GA:MM
Atrophied Cerebellum +4 +0 SH:GA:MM
Chemical Dependency +4 +1 SH:GA:MM
Dual Cerebellum +4 +1 SH:GA:MM
Hemophilia +4 +1 SH:GA:MM
Hostility Aura (Su) +4 +0 SH:GA:MM
Nightmares +4 +0 SH:GA:MM
Poor Ability Score +4 +0 SH:GA:MM
Reduced Immune System +4 +0 SH:GA:MM
Ultraviolet Allergy +4 +0 SH:GA:MM
Uncontrolled Rage +4 +0 SH:GA:MM
5-point Deformities
Achilles Heel +5 +0 SH:GA:MM
Animal Type +5 +5 SH:GA:MM
Blind +5 +2 SH:GA:MM
Cybernetic Dependency +5 +0 SH:GA:MM
Cybernetic Rejection +5 +0 SH:GA:MM
Mindless +5 +0 SH:GA:MM
Neutrad Dependency +5 +0 SH:GA:MM
Pain Sensitivity +5 +0 SH:GA:MM
Photo Dependency +5 +0 SH:GA:MM
Poisonous Blood +5 +0 SH:GA:MM
Slow Mutant +5 +0 SH:GA:MM

List of Deformities

Ability Decay

Gene Pool +2 | Disguise DC Modifier +0

Your body or mind suffers from some marked deformity or deterioration. One of your ability scores (your choice) permanently decreases by 2. You cannot apply this deformity to an ability if it would result in a score of 3 or less. You may take this deformity multiple times. Its effects stack.

Achilles Heel

Gene Pool +5 | Disguise DC Modifier +0

Everyone has a weakness - yours is more profound. You have an expanded critical threat range and take critical hits on 19 and 20. Creatures immune to critical hits cannot take this deformity. Your GM should be notified of this deformity.

Albinism

Gene Pool +2 | Disguise DC Modifier +3

This mutation prevents the formation of melanin. Your hair and skin are bone white, and your eyes have light pink irises. Your deformity causes Light Sensitivity (Ex) and you gain the dazzled condition in bright sunlight or daylight. You take 1d6 points of non-lethal damage per hour of direct sunlight exposure. This deformity is only worth 1 Gene Pool point if its combined with the blindness deformity.

Amnesia

Gene Pool +4 | Disguise DC Modifier +0

Your mind has become unstable. Memory loss is often induced by stressful situations. In stressful situations (i.e. the first round of combat, skill check with DC over 25) you have a chance of forgetting the last 2d12 hours, Will Save DC 15. If the saving throw is failed, you gain the confused condition for 1 round and have no memory of the past few hours. If you were on an errand or some other task when struck by the stress induced amnesia you will be unable to complete your task.

Animal Type

Gene Pool +5 | Disguise DC Modifier +5

This mutation reduces a creature with the dragon, fey, humanoid, magic beast, or monstrous humanoid type to nothing more than an animal. An animal is a living, normally nonhumanoid creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. You lose any benefits from your previous creature type grafts and gain the animal creature type graft, but lose any magical abilities, or supernatural abilities not granted by beneficial mutations. You must be of the dragon, fey, humanoid, magic beast, or monstrous humanoid type to take this deformity.

Anxious

Gene Pool +1 | Disguise DC Modifier +0

Your mutation causes you to be overly cautious with your words. You take a –2 penalty on Diplomacy checks and must speak slowly due to the concentration required. Unless stated otherwise, you are assumed to not be speaking at a volume above a whisper.

Atrophied Cerebellum

Gene Pool +4 | Disguise DC Modifier +0

Your brain has atrophied in certain areas due to a genetic defect. As a result of this mutation, your Intelligence and Dexterity scores suffer a -2 penalty, due to a deterioration in mental capacity and coordination.

Avarice

Gene Pool +1 | Disguise DC Modifier +0

Your mutation causes a deep, compulsive greed that gnaws at you. Whenever the spoils of war are divided, you must end up with a greater share of that wealth than your companions or you’re wracked with feelings of jealousy and ill will. When treasure is divided, if you do not end up with at least 10% more treasure than any other individual companion does, you have a hard time being helpful to your allies. You become irritable, and can’t take the aid another action ten days.

Bizarre Appearance

Gene Pool +1 | Disguise DC Modifier +2

This mutation can take a number of forms. Your hair color, eye color, skin color (or any combination) can be a color not normally found amongst your race. Odd hair colors might be light red, unusually fair blond, white, platinum, or silvery gray. Skin hues might include extensive freckling, melanin blotches, irregularly livid tones, etc. Eye colors could be red, pink, white, unusual flecked combinations etc. Other mutations are possible, such as scales instead of skin, general cosmetic deformity, or general animal-like deformity. Whatever the abnormal condition, it is clear are not typical of your species.

Blind (Ex)

Gene Pool +5 | Disguise DC Modifier +2

You can’t see, and permanently gain the blinded condition unless you possess another means of seeing other than normal vision, darkvision, or low-light vision. This blindness can’t be cured or magically removed. Not even a cybernetic augmentation will restore this vision loss, however, a cybernetic or like augmentation could grant blindsense or blindsight.

With the blinded condition, you’re flat-footed, you take a –4 penalty to most Str- and Dex-based skill checks and opposed Perception checks, you automatically fail Perception checks based on sight, opponents have total concealment against you, and you must succeed at a DC 10 Acrobatics check to move faster than half speed or else fall prone.

Blood Hunger

Gene Pool +2 | Disguise DC Modifier +0

You crave the taste of blood. Moreover, you need to drink blood to survive. You must drain a pint of blood from a living creature once every 24 hours. Doing so is a full 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 1 point of Constitution damage. You will continue losing Constitution damage each day you go without consuming blood. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds per point of Constitution damage. Ability damage caused by blood deprivation cannot be restored through natural healing or magic.

You must have a natural bite attack to take this drawback.

Brittle Bones

Gene Pool +3 | Disguise DC Modifier +0

Your bones weaken such that you can no longer withstand hard or sudden impacts. Your massive damage threshold is decreases by 20%. In addition, you take an additional 1 point of damage per die from falling.

Chemical Dependency

Gene Pool +1, +2, or +4 | Disguise DC Modifier +1

Your mutation has caused a physical dependency to a drug or chemical which you must ingest to function normally. When you are deprived of the drug or chemical to which you are dependent you must make a Fortitude save (DC 15 + number of days without drug or chemical), or lose 1 Constitution each day. Healing the Constitution damage requires ingesting the drug or chemical of your dependence. Once the drug or chemical is consumed, your Constitution damage heals at a rate of 1 Con per minute.

The value of this drawback depends on the cost and availability of the chemical in question. A dependence on a commonly-available chemical, such as nicotine, caffeine, or alcohol, has a value of 1. A month’s worth of doses has a costs 120 credits.

Less-common chemicals, such as over-the-counter prescription drugs, have a tier of 2. A month’s worth of doses cost 500 credits.

A dependence on rare, expensive, or illegal substances, such as narcotics or specially-formulated chemical treatments, has a tier of 4. A month’s worth of doses has a cost of 2000 credits.

Depending on what chemical dependency your character has there may be additional side-effects based on the type of chemical or drug. The GM must approve any chemical dependency.

Cold Lethargy [Plant]

Gene Pool +2 | Disguise DC Modifier +0

Any time you take cold damage you are affected as if by a slow spell (CL = item level). There is no saving throw to avoid this effect. This deformity is only available to plant type or plant-like subtype creatures.

Combat Fear

Gene Pool +3 | Disguise DC Modifier +0

Due to a chemical imbalance in your brain, you are gripped by an inexplicable fear whenever you face a dangerous or frightening situation. After initiative is rolled but before you take your first action in combat, you must make a Will saving throw (DC 15), or you gain the shaken condition for the rest of the encounter, taking a –2 penalty on attack rolls, saving throws, and skill checks. If your save succeeds, you overcome your moment of fear.

Condescending

Gene Pool +1 | Disguise DC Modifier +0

Your mutation fills you with the assurance that only those like you are truly worthy of respect, you have an off-putting way of demonstrating that you look down on those without mutations. You take a –2 penalty on Diplomacy and Intimidate checks when dealing with non-mutants to improve other creatures' attitudes toward you.

Cybernetic Dependency

Gene Pool +5 | Disguise DC Modifier +0

Radiation exposure causes your body tissues to degenerate and you cannot heal Hit Points naturally, but can regain Stamina Points normally.

To heal normally you rely on a cybernetic augmentation like body repair weave to boost your natural healing processes. For you, the body repair weave does not confer its usual benefit (improved natural healing), but it does allow you to heal at a normal rate with rest. If the implant is destroyed, you cannot heal damage naturally until it is replaced or repaired. For additional information on body repair weave, see Cybernetic Augmentations.

You cannot take this deformity if you have already selected the Cybernetic Rejection.

Cybernetic Rejection

Gene Pool +5 | Disguise DC Modifier +0

Due to your unique and ever changing genetic makeup, you are effectively incompatible with cybernetic or bionic augmentations. Any cybernetic device successfully implanted in a mutant with this deformity will only function for 2d12 days before the recipient’s DNA mutates beyond the operational limits of the cyberware.

You cannot take this deformity if you have already selected the Cybernetic Dependency deformity.

Deaf (Ex)

Gene Pool +3 | Disguise DC Modifier +0

You can’t hear, and gain the deafened condition. This deafness can’t be corrected by cybernetic augmentation or magically removed. You gain no befit from augmentations which improve hearing.

With the deafened condition, you take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail sound-based Perception checks.

Deformed Hand

Gene Pool +3 | Disguise DC Modifier +3

One of your hands can’t wield weapons or use tools. You receive –2 penalty on attack rolls with two-handed weapons. In addition, you take a –2 penalty on Athletics (climb, swim) skill checks. This deformity is only worth 1 Gene Pool point for creatures with three or more arms.

Diminished Cognizance

Gene Pool +3 | Disguise DC Modifier +0

You are slow to react during fight-or-flight situations. In combat situations, you suffer a –2 penalty to Perception checks, and Initiative rolls. In addition, a –1 penalty is applied to all your Reflex saves.

You cannot take this drawback if you have the Improved Initiative feat.

Diminished Hearing

Gene Pool +1 | Disguise DC Modifier +0

You suffer from hearing loss. You can only hear conversations within 10 feet and loud noises within 30 feet. You are -2 on all hearing based Perception checks.

Diminished Olfactory

Gene Pool +1 | Disguise DC Modifier +0

Your sense of smell has difficult making out even the most pungent odors. You suffer a -2 penalty on all saving throws and skill checks which require a sense of smell (i.e. odor of gas, rancid decaying flesh).

This drawback does provide an advantage; you receive +1 to saving throws to avoid scent based sickened or nauseated conditions.

Diminished Sight

Gene Pool +2 | Disguise DC Modifier +0

You suffer from nearsightedness. You can only see clearly for 60 feet and have a hard time distinguishing anything other than motion beyond that range. You are -4 on all sight based Perception checks beyond 60 feet, and all weapon range increments are cut in half.

Diminished Taste

Gene Pool +1 | Disguise DC Modifier +0

You have no sense of taste. You suffer a -2 penalty on all skill checks or saving throws relying on a sense of taste (i.e. ingested poisons, toxins, spoiled food).

Diminished Touch

Gene Pool +2 | Disguise DC Modifier +0

You have suffered nerve damage and have almost no sense of touch. It’s difficult for you to feel heat, cold, pain, wet, or dry. You suffer a -2 penalty on all skill checks requiring a precision sense of touch. You also have difficulty determining how wounded you are without a successful Medicine check.

Dual Cerebellum (Ex)

Gene Pool +4 | Disguise DC Modifier +1

You have a second brain that occasionally hinders your thought processes. This second brain may have an entirely different personality and motives than your character, and may try to foil your character’s actions at inconvenient times (GM’s discretion).

This “Hyde” brain may attempt to take over the mutant’s body, as dominate person spell (DC 15 + the mutants second highest mental score bonus), once per month for a duration of 2d12 hours. This domination effect is an extraordinary ability and cannot be dispelled.

This deformity can only be taken in combination with at least one beneficial psychic mutation. Your GM should be notified of this deformity.

Energy Vulnerability

Gene Pool +2 | Disguise DC Modifier +0

You are vulnerable to one energy type (acid, cold, electricity, fire, or sonic). If the base your race has innate resistance or immunity to that energy type, you lose your resistance or immunity.

Epidermal Susceptibility

Gene Pool +2 | Disguise DC Modifier +0

Your epidermis has become defective in some way, either causing 1d6 Hit Points of damage for coming into contact each round with usually harmless substances (such as alcohol, water, salt, salt water, etc.). You take 4d6 points of damage if fully immersed in the substance.

Your GM should be notified of this deformity.

Festering Sores

Gene Pool +2 | Disguise DC Modifier +3

Your skin is covered with painful, 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 +2.

Fragile

Gene Pool +1 | Disguise DC Modifier +0

When you fail, a Fortitude save, you are staggered for 1 round. If you are immune to the staggered condition you lose your immunity to the condition.

Fractured Mind

Gene Pool +1 | Disguise DC Modifier +0

When you fail, a Will save, you become confused for 1 round.

Frailty

Gene Pool +3 | Disguise DC Modifier +1

You are extremely frail and vulnerable to kinetic weapons and force attacks. You take +1 damage per die from attacks against your KAC.

Group 11 Weakness (Su)

Gene Pool +2 | Disguise DC Modifier +0

Any group 11 metal weapon is considered to be magical when used against a you. Damage caused by group 11 weapons cannot be healed naturally. (Group 11 metals include copper, silver, and gold.)

Heat/Cold Susceptibility

Gene Pool +1 | Disguise DC Modifier +0

Your body does not react well to particularly hot or cold temperatures. You take double damage from prolonged exposure to extreme heat or cold. When you take this deformity, you must choose your susceptibility. Taking this deformity, a second time makes you susceptible to both hot and cold.

Hideous Visage

Gene Pool +3 | Disguise DC Modifier +5

Your body has become so scarred and deformed by mutation that you are absolutely hideous to behold. You suffer a -4 penalty on all Charisma based skill checks against targets that can see you. If an opponent cannot see you, such as is the case over radio transmission or communicator without video or holoprojection, this penalty does not apply.

Hemophilia

Gene Pool +4 | Disguise DC Modifier +1

Your platelet blood cells are diminished in count, preventing you from healing as quickly as a normal member of your species. When you heal naturally with rest you only regain half the normal number of Hit Points. When you are injured by slashing or piercing weapons, you begin to bleed profusely, and take one point of bleed damage per round until the wounds can be properly bandaged with a Medicine skill check or healed by magic or other technological means.

Hostility Aura (Su)

Gene Pool +4 | Disguise DC Modifier +0

You project a psychic aura which aggravates persons and creatures around you. When you interact persons or creatures their initial attitude is always decreased by one step before any interaction. You suffer a -4 penalty to all Charisma based skill checks. This aura has a 60-foot range. This deformity has no effect on creatures without Intelligence.

The hostility aura can be repressed with a psionic dampener. For additional information on psionic dampeners, see Nanotech Augmentations.

Increased Caloric Needs

Gene Pool +1 | Disguise DC Modifier +0

You eat twice the normal amount of food daily. You can go without eating food for only 1 day before you begin starving. After this time, you must succeed at a Constitution check (DC = 10 + 2 per previous check) each day or take 1d6 nonlethal damage.

Lame

Gene Pool +2 | Disguise DC Modifier +2

Your stunted legs reduce your base speed by 10 feet. This deformity can’t be taken if your base speed is already less than 20 feet, or you don’t have a movement rate.

Lethargy

Gene Pool +2 | Disguise DC Modifier +0

Thanks to slow electrical impulses along your central nervous system, you have trouble reacting quickly to danger. You take a –2 penalty on all Reflex saves. You cannot take this mutation if you have the Lightning Reflexes feat.

Light Sensitivity (Ex)

Gene Pool +1 | Disguise DC Modifier +0

Your deformity causes Light Sensitivity (Ex) and you gain the dazzled condition in bright sunlight or daylight. This deformity can’t be taken in combination with the blind deformity.

Light Blindness

Gene Pool +2 | Disguise DC Modifier +0

You are blinded for 1 round if exposed to bright light, such as sunlight or magic that produces the equivalent of sunlight. You are dazzled as long as you remain in areas of bright light.

Lost Arm

Gene Pool +3 | Disguise DC Modifier +3

One of your arms withers or gets eaten away, leaving behind a stump. You lose one arm of your choice. You cannot effectively wield weapons that require two hands. In addition, you take a –4 penalty on Athletics (climb, swim) skill checks.

You can replace your lost arm with a cybernetic replacement arm, assuming such technology is available and you can afford it. However, you cannot clone a replacement limb for this deformity. This deformity is only worth 1 Gene Pool point for creatures with three or more arms.

Mania

Gene Pool +3 | Disguise DC Modifier +0

A mania is an irrational obsession with a (usually inappropriate) particular object or situation. Additionally, if a manic character is directly confronted by their obsession (requiring a standard action), they must make a Will save (DC 15 or DC = 11 + item level), or become fascinated (if manic) by the object for 1d6 rounds. The source of your specific mania must be approved by your GM.

Roll 1d6 to find out what category your fear falls into. The GM will assist in fleshing out the specifics.

1. Other technological (robots, vehicles)
2. Weaponry (energy weapons, other)
3. Animal
4. Plant
5. Ordinary object
6. Insect (vermin)

Mindless

Gene Pool +5 | Disguise DC Modifier +0

The mutant gains the mindless trait. A mindless mutant has no Intelligence score, loses all feats and skills, and is immune to mind-affecting effects. A mutant with class levels retains its hit points, base attack bonus, and base saves from its class levels, but loses all weapon and armor proficiencies and other class abilities. This deformity could prevent the mutant from being eligible to take certain special abilities, at the GM’s discretion.

Player characters are not eligible to take this deformity.

Mindslave

Gene Pool +2 | Disguise DC Modifier +0

You have certain mental deficiencies that make it harder to resist mind-influencing effects. You take a –2 penalty on all Will saves.

You cannot take this deformity if you have the Iron Will feat.

Misshapen

Gene Pool +1 | Disguise DC Modifier +3

You can’t wear armor fashioned for humanoid creatures. You must have your armor custom made. Only humanoid mutants can take this deformity.

Monocular Vision

Gene Pool +1 | Disguise DC Modifier +2

You have only one working eye. You have poor depth perception. All range penalties are doubled with natural weapons and for Perception checks. This penalty does not apply to any weapon with a scope.

Mutant Spasms

Gene Pool +1 | Disguise DC Modifier +1

When you fail a Reflex save, you are considered flat-footed and cannot make any reactions, or swift actions for one round.

Mute

Gene Pool +1 | Disguise DC Modifier +0

You have a speech disorder and lack the ability to speak. You may communicate by other means via sign language, telepathy, writing, etc. if you have the physical or mental capacity.

Neutrad Dependency

Gene Pool +5 | Disguise DC Modifier +0

You rely on a medical compound called neutrad to survive. If you go 24 hours without taking a dose of neutrad you must make a successful Fortitude save (DC 15 + the number of days since your last dose) or take 1 point of Strength damage and 1 point of Constitution damage. After taking a dose of neutrad the ability damage is cured at a rate of 1 point per minute. Ability damage caused by neutrad deprivation cannot be restored through natural healing or magical means.

Neutrad was developed specifically to control genetically enhanced creatures and mutants. The need for neutrad is coded into their DNA and creatures with neutrad dependency cannot survive without it. Nuetrad is cheap (30 credits/month), but it can only be found in facilities supporting cutting edge genetic research (DC 20 diplomacy + any modifier a GM sees fit to find a source of nuetrad on any given world or outpost). There is no “cure” for neutrad dependency.

Nightmares

Gene Pool +4 | Disguise DC Modifier +0

Your mind is wracked by hideous and unsettling phantasmal visions, and prevents restful sleep. Due to your mutation, each day you must make a Will save (DC 15) or suffer the effects of your nightmares. If you fail the Will save, you gain the fatigued condition. Doing anything that would normally induce fatigue causes you to become exhausted. After 8 hours of complete rest, and a successful Will save you are no longer fatigued. If you fail your Will save multiple nights in a row you gain the exhausted condition.

Nocturnal

Gene Pool +3 | Disguise DC Modifier +2

You are active at night and normally seep during the day. You can see normally in dim light (i.e. moon light, star light), but suffer from diminished sight in daylight or bright light. To function properly during daytime hours, you must make a Fortitude save DC 15 or gain the fatigued condition until you properly rest.

Oblivious

Gene Pool +3 | Disguise DC Modifier +0

Your mutation has made you an avid daydreamer, you pay little attention to your surroundings and other people. You take a –2 penalty on Sense Motive and Perception checks.

Pain Sensitivity

Gene Pool +5 | Disguise DC Modifier +0

Your nervous system is very susceptible to injury, and as a result you take 150% damage from all attacks.

Paranoid

Gene Pool +1 | Disguise DC Modifier +0

Your mutation causes you to believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Pheromone Repulsion

Gene Pool +3 | Disguise DC Modifier +0

You release pheromones that other creatures find repulsive. You take a –4 penalty on all Charisma based skill checks made against creatures within 30 feet of you. This deformity has no effect on creatures that cannot smell. You cannot take this deformity if you plan on taking the Pheromone Attraction mutation.

Phobia

Gene Pool +3 | Disguise DC Modifier +0

A phobia is an irrational fear of a (usually commonplace) object or situation. Additionally, if a phobic character is directly confronted by their obsession (requiring a standard action), they must make a Will save (DC 15 or DC = 11 + item level), or become frightened by the object for 1d6 rounds. The source of your specific phobia must be approved by your GM.

Roll 1d6 to find out what category your fear falls into. The GM will assist in fleshing out the specifics.

1. Other technological (robots, vehicles)
2. Weaponry (energy weapons, other)
3. Animal
4. Plant
5. Ordinary object
6. Insect (Vermin)

Photo Dependency

Gene Pool +5 | Disguise DC Modifier +0

Light of any kind sustains you, and you grow weak when you are deprived of it. You suffer a –4 penalty to both Strength and Constitution scores when you are in darkness. In dim light, (i.e. twilight, torchlight, flashlight, or lamplight), this penalty is reduced to –2. To avoid this effect only daylight or equivalent lighting will do and even then, you must have 20% or more of your surface exposed to the light.

Poisonous Blood

Gene Pool +5 | Disguise DC Modifier +0

Your blood is poisonous to your own body. You must take regular doses of tier 1 antitoxin to resist the poison’s effects. If you go 1 week without taking a dose of antitoxin you must make a successful Fortitude save (DC 11 + ½ character’s level) or begin progressing along a poison track.

Once you are forced to make your first save, you must make a new save every day until you receive antitoxin or you reach the final stage of your chosen poison track. When this deformity is taken the player chooses a poison track from Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma. Taking a dose of antitoxin cures the poison. It takes 1 minute per stage in the poison track to completely recover.

Poison Susceptibility

Gene Pool +2 | Disguise DC Modifier +0

This mutation makes all poisons much more dangerous to the character. All saving throws versus poison are made with a penalty of -4.

Poor Ability Score

Gene Pool +4 | Disguise DC Modifier +0

You take a –4 penalty to one ability score in addition to the normal ability score penalties applied by the template. You cannot apply this deformity if it will drop an ability score below of 3. You may take this deformity multiple times. Its effects stack.

Prey Scent

Gene Pool +2 | Disguise DC Modifier +0

Your body sends out waves of scent that attracts predators. The GM double the occurrence or chance of wandering monsters, at their discretion. Certain creature may also target you over other characters. Creatures with scent will always target you first.

Rapid Aging

Gene Pool +1 | Disguise DC Modifier +0

You age at an increased rate due to the strain your mutations place on your cells. You appear many years older than your actual age. 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 (increased mental ability scores).

Reduced Immune System

Gene Pool +4 | Disguise DC Modifier +0

Due to your mutation, you take a –4 penalty on all Fortitude saves against poison, disease, and radiation sickness. When you are affected by an affliction it takes twice as long for you to recover by natural means.

Reduced Oxygen Efficiency

Gene Pool +3 | Disguise DC Modifier +0

This mutation makes it harder for you to get oxygen into the circulatory system. This means that, after any amount of extended physical activity (including combat) lasting more than 5 rounds, you gain the fatigued condition. Further, when performing athletic activities your endurance is only half that of normal members of your race.

You may not take the endurance feat.

Reduced Speed

Gene Pool +1 | Disguise DC Modifier +1

You are unable to move as quickly as normal due to various mutations and deformities. Reduce your speed by 5 feet. This speed decrease also applies to any natural burrow, climb, fly, or swim speed you might have. You may take this deformity multiple times. Its effects stack.

Shadow-Scarred

Gene Pool +1 | Disguise DC Modifier +0

During your mutation, you were touched by terrible horrors that live in the darkness just outside this dimension and feel your life-force ebb away ever so slightly whenever you return to the shadows. Whenever you are in an area of dim light or darkness, you take a –1 penalty on saving throws.

Simian Deformity

Gene Pool +3 | Disguise DC Modifier +5

A mutant who suffers from this mutation has an altered appearance that mimics that of the great apes (such as gorillas and chimpanzees) - shorter legs, quadrupedal, and elongated arms that permit the knuckles to touch the ground and aid in movement. Your shortened legs reduce your base speed to 20 ft. normal. However, if all 4 limbs are used to move (arms and legs), you speed adjust back to normal. While using your arms to assist movement you cannot be wielding a weapon or carrying items in your hands.

Slow Mutant

Gene Pool +5 | Disguise DC Modifier +0

Your movement and mental processes are impaired, your mutations cause you to permanently suffer from the staggered condition. If an attack against you or a failed saving throw result in the staggered condition it stacks with the slow mutant deformity.

Slowed by Electricity [Android]

Gene Pool +2 | Disguise DC Modifier +0

Any time you take electrical damage you are affected as if by a slow spell (CL = item level). There is no saving throw to avoid this effect.

Space Sickness

Gene Pool +2 | Disguise DC Modifier +0

Your body does not react well to artificial gravity, low gravity or zero-g situations and prolonged exposure causes illness. If exposed to zero-g or low gravity you gain the sickened condition if the number of rounds you are exposed exceeds your Constitution bonus.

Star Metal Weakness (Su)

Gene Pool +2 | Disguise DC Modifier +0

Any star metal weapon is considered to be magical when used against a you. Damage caused by star metal weapons cannot be healed naturally. (Star metals include but are not limited to adamantine, mithril, red mithril, etc.)

Thin Skin

Gene Pool +3 | Disguise DC Modifier +0

You are more susceptible to harm. You take 1 additional point of damage per die each time you are wounded.

Ultraviolet Allergy

Gene Pool +4 | Disguise DC Modifier +0

Ultraviolet light 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.

Uncontrolled Rage

Gene Pool +4 | Disguise DC Modifier +0

You have a chemical imbalance and your body over produces adrenaline, endorphins, and testosterone, making it nearly impossible to contain your anger. Whenever you interact with a character or NPC whose attitude toward you is not Friendly or Helpful, you must make a Will save (DC 10 for Indifferent, DC 15 for Unfriendly, and DC 20 for Hostile), or attack that person immediately.

Vulnerability to Sunlight

Gene Pool +2 | Disguise DC Modifier +0

You take 1 point of Con damage after every hour you are exposed to sunlight.

Vulnerable Mind

Gene Pool +3 | Disguise DC Modifier +0

Your mutation has left your mind particularly vulnerable to mental tampering. You suffer a -2 penalty to all saves made to resist mind-affecting attacks.

Weak Immune System

Gene Pool +1 | Disguise DC Modifier +0

Your body has difficult preventing infections from entering its system, and thus it is prone to sickness and disease. You take a –1 penalty on all Fortitude saves against poison, disease, and radiation sickness. You cannot combine this deformity with any feat that improves Fortitude saving throws.


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