Mutant Flaws Table

Minor (2 BPs) Medium (4 BPs) Major (6 BPs) Mutant Flaw Description Advancement
1-6 - - Aberrant Deformity Cannot use normal armour, -10 to disguise-related Bluff checks. Cannot be disguised as human at all.
7-12 - - Albinism Exposure to daylight causes -2 to Constitution and Strength. Increase penalty by -2.
13-16 - - Attention Deficit -4 penalty to Craft, Disable Device, Perform, and Repair checks. Increase penalties by -2.
17-22 - - Bizarre Appearance -1 to Charisma, - 6 to disguise-related Bluff checks. Additional -1 to Charisma, -10 to Disguise checks.
23-26 - - Distinctive Odour Smells horrible. -2 on some Cha-related interaction skill checks. None.
27-30 - - Dyslexia Never literate, cannot perform any skills that require reading. None.
31-33 - - Glowing Glow that sheds light 5 feet. Visible from afar in darknes. -6 to disguise-related Bluff checks. None.
34-38 - - Hemihypertrophy Speed reduced by 5 feet; -2 on Acrobatics checks. Decrease speed by 5 feet, increase skill penalties by -2.
39-42 - - Hermav Hermaphrodite. -2 to Diplomacy and disguise-related Bluff checks. Increase skill penalties by -2.
43-47 - - Hunchback -1 to Charisma, speed reduced by 5 feet. Additional -1 to Charisma, decrease speed by 5 feet.
48-51 - - Malformed Mouth -2 on most Cha-related interaction skill checks. Character cannot speak.
52-57 - - Medical Incompatibility Must make Medical Incompatibility checks (Fortitude save DC 15). Increase DC by 5.
58-62 - - Phobia Becomes shaken when exposed to object of phobia. Becomes panicked/paralyzed instead.
63-64 - - Sensitivity to Acid Double damage from acid. Increase damage multiplier (×3, ×4).
65-66 - - Sensitivity to Cold Double damage from cold. Increase damage multiplier (×3, ×4).
67-68 - - Sensitivity to Electricity Double damage from electricity. Increase damage multiplier (×3, ×4).
69-70 - - Sensitivity to Fire Double damage from fire. Increase damage multiplier (×3, ×4).
71-74 - - Sensitivity to Poison Double damage from poison. Increase damage multiplier (×3, ×4).
75-76 - - Sensitivity to Sonics Double damage from sonics. Increase damage multiplier (×3, ×4).
77-80 - - Thin-Skinned -2 penalty to Defense. Increase penalty by -2.
81-84 1-2 - Anaphylaxis Poisoned (Fortitude save DC 15, initial/secondary damage 1d6 Dex/1d6 Dex) by contact with offending material. Increase save DC by 2 and increase damage die (1d8, 1d10).
85-88 3-4 - Heightened Metabolism Double food and water requirements, -4 on saves vs. poison. Increase food and water requirements (×3, ×4), increase save penalty by -2.
89-91 5-6 - Light Sensitivity -2 on all skill checks and attack rolls in bright light. Increase penalty by -2.
92-94 7-8 - Poor Hearing -6 to hearing-related Awareness checks, -1 to initiative. Deaf. Cannot make Listen checks, -4 to initiative.
95-97 9-11 - Poor Mobility Cannot move more than ×2 base speed. Cannot move more than base speed.
98-100 12-14 - Reduced Charisma -4 to Charisma. Increase penalty by -2.
- 15-17 - Adrenaline Deficiency -4 on Con checks, -2 to initiative. Increase penalties by -4 and -2, respectively.
- 18-20 - Brachydactyly -2 to melee attacks and Craft, Disable Device, Repair, Sleight of Hand, and Treat Injury checks. Increase skill penalties by -2.
- 21-23 - Critical Vulnerability Critical range of all attacks suffered increases by 1. Increaces critical threat range by 1.
- 24-26 - Light Blindness Blinded by exposure to bright light for 1d4 rounds. Increase blindness duration (1d6, 1d8 rounds).
- 27-29 - Nervous Spasms -2 to ranged attacks and Craft, Disable Device, Repair, Sleight of Hand, and Treat Injury checks. Increase skill penalties by -2.
- 30-32 - Night Blindness Blindness in any poorly-lit environment. Blindness except in brightly-lit environments.
- 33-35 - Pint-Sized Treat as one size class smaller for opposed checks and weapon use. None.
- 36-40 - Rad-Sensitive Treat all radiation exposure as one level higher. Increase exposure by additional level.
- 41-44 - Reduced Intelligence -4 to Intelligence. Increase penalty by -2.
- 45-48 - Reduced Wisdom -4 to Wisdom. Increase penalty by -2.
- 49-51 - Skeletal Deterioration Double damage from bludgeoning attacks. Increased damage multiplier (×3, ×4).
- 52-54 - Slow Movement One "step" slower. Additional "step" slower.
- 55-58 - Susceptible to Disease -8 on all Fort saves vs. disease. Increase penalty by -4.
- 59-62 - Susceptible to Poison -8 on all Fort saves vs. poison. Increase penalty by -4.
- 63-65 - Susceptible to Psionics -8 on all Will saves vs. mind-influencing psionic effects. Increase penalty by -4.
- 66-70 - Susceptible to Radiation -8 on all Fort saves vs. radiation. Increase penalty by -4.
- 71-73 - Syncope Lose consciousness when surprised (Fortitude save DC 15). Increase save DC by 5.
- 74-76 - Terrible Fortitude -6 on all Fortitude saving throws. Increase penalty by -2.
- 77-79 - Terrible Reflexes -6 on all Reflex saving throws. Increase penalty by -2.
- 80-82 - Terrible Willpower -6 on all Will saving throws. Increase penalty by -2.
- 83-84 1-4 Atrophied Cerebellum -2 to Intelligence, Wisdom, and Charisma. Increase penalties by -1.
- 85-86 5-8 Dwarfism One size category smaller, -2 penalty to Strength. None.
- 87-90 9-10 Low Damage Threshold Massive Damage threshold reduced by half. Reduce by half again.
- 91-92 11-14 Pack Mentality Must make Will save to ignore orders from others (DC varies). Increase save DC by 5.
- 93-94 15-17 Poor Respiratory System Fatigued after 5 rounds of combat. Decrease time (3 rounds, 1 round).
- 95-96 18-21 Poor Vision Ranged targets treated as concealed, -4 to vision-related Awareness checks. All targets are treated as concealed, increase skill penalty to -8.
- 97-98 22-25 Stiff Motion Always flat-footed. None.
- 99-100 26-28 Terminal Limb Deficiency Limb suffers -4 penalty to Strength and Dexterity. Some skill penalties. Additional impaired limb.
- - 29-33 Bleeder Wounds bleed for 1d6 rounds, natural healing reduced by half. Increase bleeding duration (1d8, 1d10 rounds).
- - 34-37 Blindness Character is blind. None.
- - 38-43 Crude Hands -4 with all handheld items (weapons, etc.) and Craft, Disable Device, Repair, Sleight of Hand, and Treat Injury checks. Increase penalties by -2.
- - 44-49 Fear Response Shaken in combat (or other danger). None.
- - 50-55 Fragile Double damage from weapons (not energy, psionics, etc.). Increase damage multiplier (×3, ×4).
- - 56-61 Hesitation Partial actions only during combat. None.
- - 62-67 Irradiated Body Character's body equivalent to low-level radiation source. Increase radiation to moderate/high source.
- - 68-73 Missing Limb Pick one limb; either cannot wield two-handed weapons (arm) or cannot move unaided (leg). Some skill penalties. Good afternoon, Mr. Stumpy.
- - 74-80 Reduced Constitution -4 to Constitution. Increase penalty by -2.
- - 81-87 Reduced Dexterity -4 to Dexterity. Increase penalty by -2.
- - 88-94 Reduced Strength -4 to Strength. Increase penalty by -2.
- - 95-100 Tumourization -2 to Dexterity, -4 to Charisma, suffer Aberrant Deformity and Slow Movement flaws. Additional -1 to Dexterity, -2 to Charisma, advance Aberrant Deformity and Slow Movement flaws.