Rifts d20 Mutations


MUTATIONS
By Hida Jiremi
hida_jiremi@yahoo.com
Mutants and Rifts
In a post-apocalyptic world, mutants are simply a fact of life. Born of radiation, strange genetic
drift, inbreeding, or exposure to magical energy, the causes lead to similar results deformities
and death for most, but extraordinary power for many. The human race has not stopped
evolving it has simply gone in many different directions now, instead of one cohesive path.
Mutants are survivors of a kind, tempered and altered by leaps and bounds of evolution. These
survivors have, for the most part, adapted to their ravaged world in ways specific to their own
living conditions. Mutations are typically defensive or offensive adaptations, ways in which the
human populace can survive a now much more dangerous world.
Mutation is an advanced and complex phenomenon. As a rule, mutation occurs whenever
DNA is imperfectly duplicated. This process occurs almost exclusively as a child develops in the
womb. The production and reproduction of the human genetic code is a delicate process, any
number of things capable of going wrong during this most intricate part of human development.
Whenever cells fail to reproduce themselves exactly as the genetic code specifies, a mutant is
born.
Most genetic mutations are not passed on along their family line. Such traits tend to be
recessive, requiring two mutant parents with the same mutation to pass it on in a dominant
fashion, and many strong mutations leave the mutant sterile and unable to reproduce in any
event. Also, with the social pressures against mutants and their typical physical deformities,
many are not given the option to breed. The few that manage to do so often pass their recessive
trait down to their distant descendants, rather than their immediate children.
With enough time and selective breeding, a random mutation could even become a dominant
species or subspecies trait. This sometimes leads to variants of the human genome that can only
breed with others of their subspecies. Such variant breeds are dealt with by manner of template
added to the base race, and are dealt with elsewhere.
This section deals specifically with the so-called  lesser mutants individuals who are still
essentially human, though deformed and twisted, and pass on few or none of their mutant traits.
Such individuals are characters who have taken a mutation background feat at 1st-level, gaining a
number of powers and drawbacks. To reprint from the Rifts D20 Feats section, here are the
mutation feats:
Mutation (minor) [Background]
You were born with a minor, barely noticeable deviation from the genetic norm.
Benefit: Select or randomly choose a mutation or mutations with a point value of 2 or less.
Additionally, select a mutant defect or defects with a total point value of 2, or the value of your
mutations, whichever is less.
Special: In addition to only being able to take a mutation as a 1st level character, you may
only take one category of mutation.
Mutation (moderate) [Background]
You were born with a noticeable, though concealable, physical mutation.
Benefit: Select or randomly choose a mutation or mutations with a point value of 5 or less.
Additionally, select a mutant defect or defects with a total point value of 5, or the value of your
mutations, whichever is less.
Special: In addition to only being able to take a mutation as a 1st level character, you may
only take one category of mutation.
Mutation (major) [Background]
You are obviously abnormal in some fashion, born with a significant genetic deviation.
Benefit: Select or randomly choose a mutation or mutations with a point value of 8 or less.
Additionally, select a mutant defect or defects with a total point value of 8, or the value of your
mutations, whichever is less.
Special: In addition to only being able to take a mutation as a 1st level character, you may
only take one category of mutation.
In addition to determining the number of mutant abilities and penalties selected, there are
effects that can target a character based on the grade of his mutation. Such phenomena will be
noted in their individual descriptions. Any effect that targets a lesser grade of mutation will
always target a higher grade of mutation, unless otherwise noted. That is, if something affects
minor mutants it will also affect moderate and major mutants, while something that affects
moderate mutants will not necessarily affect minor mutants.
Mutations can affect not just humans, as well. Any race with no level adjustment or ECL
modifier can receive lesser mutations. Races more powerful than ECL +0 (humans, dog boys,
felinoids, elves, and so on) cannot be affected by lesser mutations, only by mutations strong
enough to grant a template. Such races have a more static genetic code and are less easily
affected by mutation phenomena.
In the section on mutant abilities below, one might notice that combat mutations and physical
mutations are more expensive than non-combat mutations and mental mutations. This is to avoid
mutations being a manner to gain greater combat ability with little drawback. Additionally, this
adds to mutations being a character concept and role-playing advantage, rather than a direct
rules advantage.
Mutant Abilities
Point Value: 1
Amazing Fortitude
Amazing Reflexes
Amazing Willpower
Blindsense
Chameleon Skin
Double Healing
Double Jointed
Fangs
Fleet Feet
Keen Ears
Keen Eyes
Keen Nose
Low-Light Vision
Padded Feet
Swimmer
Tail
Tremorsense
Point Value: 2
Blindsight
Claws
Climbing Hooks
Darkvision
Empathy
Fur
Horns
Leech Damage
Quills
Spring Legs
Point Value: 3
Acidic Bite
Carapace
Haste
Heightened Charisma
Heightened Intelligence
Immunity: Poison
Scales
Shaper
Telepathy
Tough
Uncanny Dodge
Point Value: 4
Force Field
Greater Chameleon Skin
Heightened Wisdom
Light Warp
Lightning Touch
Psychic Healing
Rage
Point Value: 5
Dimension Slip
Extra Arm
Fast Healing
Levitation
Poison Bite
Telekinesis
Wings
Point Value: 6
Brain Bite
Cryogenesis
Darkness Control
Displacement
Exoskeleton
Heightened Constitution
Heightened Dexterity
Heightened Strength
Leech Life
Light Slip
Point Value: 7
Big
Energy Drain
Leech Strength
Point Value: 8
Energy Absorption
Extra Arms
Optic Emission
Sonic Blast
Mutant Defects
Point Value: 1
Distinctive Odor
Physical Mutation
Reduced Charisma
Point Value: 2
Light Sensitive
Poor Respiration
Slow
Reduced Intelligence
Reduced Wisdom
Sensitivity to Acid
Sensitivity to Cold
Sensitivity to Electricity
Sensitivity to Fire
Sensitivity to Poison
Sensitivity to Sonics
Point Value: 3
Heightened Metabolism
Terrible Fortitude
Terrible Reflexes
Terrible Willpower
Point Value: 4
Easily Confused
Real Slow
Small
Point Value: 6
Fits
Frenzy
Stiff Motion
Weapon Incompetent
Point Value: 8
Bleeder
Crude Hands
Fear Response
Fragile
Partial Actions Only
Reduced Constitution
Reduced Dexterity
Reduced Strength
Terrible Vision
Mutation Descriptions
Acidic Bite
You possess a natural weapon that deals 1d6 damage plus 1d6 acid damage, plus ½ your
Strength bonus (if any). Your bite counts as armed and you can bite in addition to making other
attacks; if you do so, your bite is at your primary base attack bonus and all other attacks you
make this round are at  5.
Value: 3
Amazing Fortitude
You receive a +5 bonus on all Fortitude saving throws.
Value: 1
Amazing Reflexes
You receive a +5 bonus on all Reflex saving throws.
Value: 1
Amazing Willpower
You receive a +5 bonus on all Will saving throws.
Value: 1
Big
You are one size category larger than your race would normally indicate. For a Medium-size
creature, apply these modifiers: +4 Str, -2 Dex, +2 Con, +2 natural armor, -1 size modifier to
Defense and attack, -4 size penalty to Hide checks. Your speed does not increase. You may
now use bigger weapons, as normal for a creature of your new size.
Value: 7
Blindsense
Like a weak form of blindsight, this ability lets you know the location of creatures within 30 feet
regardless of darkness, fog, and other vision-obscuring conditions. This sense is blocked by solid
obstacles, however. As you only know the location of creatures and not their exact position, while
you are not considered blind (i.e., you do not lose your Dexterity bonus to Defense, your
opponents do not receive +4 to hit you, and so on) you still suffer a 20% miss chance against
targets of your attacks when using this sense.
Value: 1
Blindsight
You possess the blindsight quality to a range of 10 feet.
Value: 2
Brain Bite [Psionic]
As a standard action, you may project harmful psionic energy into the brain of your target. This
 brain bite deals 2d4 points of damage to a creature within 30 feet. The target is allowed a Will
save (DC 10 + the character s Charisma modifier) to negate the damage. A character with this
mutation is considered psionic.
Value: 6
Carapace
You are covered in a chitinous shell, granting you +6 natural armor but a  2 reduction to you
Dexterity score.
Value: 3
Chameleon Skin
Your skin is a light-reactive surface, changing color to fit its environment. When wearing no
armor and very little clothing, you receive a +10 circumstance bonus to Hide checks.
Value: 1
Claws
Your hands are tipped by wicked claws dealing 1d6 damage, plus your Strength modifier (if any).
You may strike with both claws in a round, gaining an extra off-hand attack, but both of those
attacks are at  2. You may not make regular weapon attacks in a round in which you strike with
claws, though if you have other natural attacks (fangs, horns, etc.), you may strike with them as
secondary attacks at an additional  5 penalty. When attacking with your claws, your attacks are
considered armed. For an additional mutation point, these claws are retractable.
Value: 2
Climbing Hooks
You have tiny hooks across your hands and arms that make climbing certain, if not quick. You
possess a climb speed of 10 feet, or gain +10 feet to an already existing Climb speed. You gain
a circumstance bonus to Climb checks equal to your level.
Value: 2
Cryogenesis [Psionic]
As a standard action, you psychically slow the molecules in a small space, about the size of a
soccer ball, within 30 feet of you. Used as an attack, this ability deals 1d6 damage. The target
may make a Will save (DC 10 + the character s Consitution modifier) to negate the damage. A
character with this mutation is considered psionic.
Value: 6
Darkness Control
You have gained control over light well enough to disperse and diffuse it easily. You can use the
psionic power control light as a manifester of your character level, but only for the purposes of
decreasing illumination. You may use this power once per day as a standard action.
Value: 6
Darkvision
Your eyes are adapted to a lightless environment. You gain darkvision to 30 feet, or +20 feet to
already existing darkvision.
Value: 2
Dimension Slip
As a free action, you may become ethereal. An ethereal creature is intangible and cannot affect
the material world. The character only has a chance of being hurt by magical attacks and
weapons of at least +1 enchantment, and still has a 50% chance to ignore all damage from a
material source. Force attacks still harm the character normally in this state. This state lasts for
up to 5 rounds per day and may be dismissed as a free action.
Value: 5
Displacement
You are capable of displacing your true location by a few feet, precisely as the spell
displacement. This ability may be activated as a free action. It lasts 5 rounds per activation and
may be used up to three times per day.
Value: 6
Double Healing
Your rate of healing is twice the usual rate for your race and condition of rest or activity.
Value: 1
Double Jointed
Your limbs are more flexible than normal. You gain +4 to Escape Artist checks.
Value: 1
Empathy [Psionic]
You can sense others brain waves within 30 feet, picking up the presence of their minds and
their general emotional state (though not their thoughts). Using this power requires only a brief
moment of concentration; while using the power is a free action it still counts to the number of
free actions used in a round and requires that the use of the ability be declared. A character with
this mutation is considered to be psionic.
Value: 2
Energy Absorption
Your cellular structure is arranged in the manner of a crystal battery, capable of absorbing and
redirecting energy. Any time you are targeted by an energy attack (acid, cold, fire, electricity,
sonic, or lasers), make a Fortitude save (DC 17). If the save is successful, you take no damage
as all of the energy is absorbed by your body and converted into a flash of harmless light. If the
save fails, you take full normal damage. You cannot attempt to absorb an energy attack dealing
more damage than your Constitution score.
Value: 8
Energy Drain
Like a member of the undead, your touch drains life energy from those you physically contact.
Each touch you inflict on another creature gives it one negative level, unless it succeeds at a Will
save (DC 10 + the character s Charisma modifier). A successful drain also gains you 5
temporary hit points. You may use this power a total number of times per day equal to your
Charisma modifier. Negative levels given to creatures with this power never become permanent,
instead automatically returning after 24 hours have passed. Creatures killed with this power are
very likely to return as undead bent on the destruction of the character.
Value: 7
Exoskeleton
Your body is plated with a thick layer of chitin or bone, granting you +5 natural armor.
Value: 6
Extra Arm
Each round, you may receive one extra one-handed attack, albeit at a  5 penalty from your
lowest attack. Alternatively, you may use a shield in that extra hand for a shield bonus to your
Defense. You have access to feats that aid in the use of extra arms (such as Multidexterity).
Value: 5
Extra Arms
Each round, you may receive either one extra two-handed attack, albeit at a  5 penalty from your
lowest attack, or an extra one-handed attack at the same penalty and the ability to use a shield.
You have access to feats that aid in the use of extra arms (such as Multidexterity).
Value: 8
Fangs
Your teeth are wickedly sharp and strong fangs, capable of shredding flesh and crushing bone.
These fangs count as an armed attack and deal 1d4 damage, plus one-half your Strength bonus
(if any). You may gain an extra attack each round by biting your opponent, but this attack is at
your lowest base attack bonus, with an additional  5 penalty. If you have other natural weapons,
this bite is always considered the last attack for your natural attack routine.
Value: 1
Fast Healing
Your body repairs injury amazingly quickly, granting you fast healing 1 as long as your hit points
are above zero. Once below zero hit points, you heal at the standard rate for your race and level
until you are once more above zero hit points.
Value: 5
Fleet Feet
You are faster than usual, receiving +10 feet to your base speed.
Value: 1
Force Field [Psionic]
You may generate a force field around your body with a value of 10. You must be conscious for
the force field to be active. While a force field is active, all attacks against you are resolved as
touch attacks (as your armor is under the field). This force field can take 10 points of damage
before it is dispersed. A force field regenerates at the rate of 1 point per minute. A character with
this mutation is considered to be psionic.
Value: 4
Fur
Your body is covered by a thick layer of fur which grants you +1 natural armor and cold
resistance 2.
Value: 2
Greater Chameleon Skin
Your skin shimmers and blends with the background colors around you at will. While wearing no
armor and little clothing, all opponents trying to attack you have a 25% chance to miss you.
Value: 4
Haste
For a total of up to 5 rounds per day, you gain an extra partial action each round. Activating this
power is a free action, so you begin to benefit from it on the same round you start it. This power
does not stack with any other ability that gives you an extra partial action in a round.
Value: 3
Heightened Charisma
Your mutation has gone in the direction of improving your body and mind, granting you +4 to your
Charisma.
Value: 3
Heightened Constitution
Your mutation has gone in the direction of improving your physical endurance and toughness,
granting you +4 to your Constitution.
Value: 6
Heightened Dexterity
Your mutation has gone in the direction of improving your manual deftness, granting you +4 to
your Dexterity.
Value: 6
Heightened Intelligence
Your mutation has gone in the direction of improving your mental reactions and processing ability,
granting you +4 to your Intelligence.
Value: 3
Heightened Strength
Your mutation has gone in the direction of improving your muscles and bone structure, granting
you +4 to your Strength.
Value: 6
Heightened Wisdom
Your mutation has gone in the direction of improving your intuition and survival instincts, granting
you +4 to your Wisdom.
Value: 4
Horns
A rack of curving horns grows from your head, allowing you to make a horn attack for 2d4
damage, plus your Strength modifier. This attack is not considered armed unless the character s
unarmed attacks are normally considered armed. You may make a horn attack at your highest
base attack bonus in addition to all other attacks in a round, but if you do so, all attacks you make
this round are at  5. If you charge with a horn attack, the attack deals double normal damage
(triple on a critical hit).
Value: 2
Immunity: Poison
You are completely immune to the effects of poisons and toxins of all sorts. Among other things,
this means that you cannot get drunk.
Value: 3
Keen Ears
Your ears are preternaturally sharp, granting you a +5 bonus to Listen checks.
Value: 1
Keen Eyes
Your eyes are superhumanly sharp, granting you a +5 bonus to Spot checks.
Value: 1
Keen Nose
You possess the special quality of scent.
Value: 1
Leech Damage
As a standard action, you may remove 1d6 points of damage from a touched creature,
transferring it to yourself.
Value: 2
Leech Life [Psionic]
As a standard action once per day, you can drain vital energy from living things within 30 feet,
friend and foe alike. Those within the area when this power is activated suffer 1d6 points of
damage unless they succeed at a Will save (DC 10 + the character s Wisdom modifier). You gain
as many temporary hit points as this ability deals damage to the other creatures put together.
Temporary hit points gained from Leech Life fade after an hour.
Value: 6
Leech Strength
With a touch attack (which provoke an attack of opportunity unless your unarmed attacks are
normally considered armed), you can deal 1d4 Strength damage to another living creature. You
gain an enhancement bonus to your Strength of the same amount, which fades after an hour.
Value: 7
Levitation [Psionic]
As a free action three times per day, you can physically lift yourself into the air. This works as the
spell levitate, with a personal range, as though cast by a 5th level caster.
Value: 5
Light Slip
Once per day, you can bend light around yourself, becoming invisible. This effect lasts 10
rounds, and attacking does not render you visible.
Value: 6
Light Warp
Three times per day, you can bend light around yourself, creating an effect identical to the spell
blur. The effect lasts 5 rounds.
Value: 4
Lightning Touch
Once per day, you may deliver a touch attack dealing 6d6 electricity damage. Charged with
crackling energy, your touch attack is considered armed and does not provoke an attack of
opportunity. If your touch misses, the electricity is not expended. You may choose to make
multiple touches per day, dividing up the 6d6 available into several weaker attacks.
Value: 4
Low-Light Vision
Your eyes are adapted for conditions of dimness, granting you low-light vision.
Value: 1
Optic Emission
You are able to build a charge of ionized particles in your body and then release them through
your eyes at a target you can see. As a standard action, you can fire this emission at a target
within 60 feet as a ranged touch attack. A successful attack deals 2d4 laser damage +1 per
character level (maximum +10). Each time you use this ability, make a Fortitude save (DC 15 +
the number of times you have used this ability today). If you fail, the ionization has damaged you
as it discharges, inflicting the same damage to you as to your target (whether you hit or not).
After you fail a Fortitude save, you may not use this ability again for as many minutes as the
number of times you have used it today.
Value: 8
Padded Feet
Your feet are coated with thick fleshy pads, like a dog or cat, granting you +10 to Move Silently
checks as long as you are bare-footed.
Value: 1
Poison Bite
Your bite is an armed attack that delivers a debilitating poison. The bite inflicts 1d6 damage, plus
½ your Strength bonus (if any), and deals 1d6 Strength or Dexterity damage on a failed Fortitude
save (DC 13). The secondary damage is the same. You must choose Strength or Dexterity
when this mutation is initially gained. Your bite counts as armed and you can bite in addition to
making other attacks; if you do so, all attacks you make this round are at  2.
Value: 5
Psychic Healing [Psionic]
As a standard action, you can cure a creature touched of 2d6 points of damage. You may heal a
total of 6d6 damage per day. A character with this mutation is considered to be psionic.
Value: 4
Quills
If grappling, you may make a quill attack as a free action against the creature you are grappling.
The quills inflict 1d6 points of damage, plus ½ your Strength bonus (if any). Making this extra
attack does not incur penalties, as with many other natural weapon mutations, but as a free
action it can only be done once per round.
Value: 2
Rage
Once per day, you can enter into a frenzy, gaining the benefits of waster rage for the usual
duration of a character of your level. After the rage ends, you incur all the usual penalties.
Value: 4
Scales
Your body is covered in a fine layer of strong scales, granting you +3 natural armor.
Value: 3
Shaper
You have a semi-fluid appearance and are capable of altering your body in relatively minor ways.
Once per day, for a duration of 10 minutes, you can gain the effect of an alter self spell as a free
action. This ability does not affect your clothes or gear, only your body itself.
Point Value: 3
Sonic Blast
As a standard action, you can emit a screech that deals 1d6 points of sonic damage in a 30-foot-
long cone. There is no save for reduced damage.
Value: 8
Spring Legs
Your legs are coiled and bunched, tensed with powerful muscles that make springing and striding
easy and natural. Your base speed increases by +10 feet and you gain a +30 bonus to Jump
checks. Your maximum jumping distance is not limited by your height.
Value: 2
Swimmer
Your hands and feet are slightly webbed and your body is streamlined. You gain a Swim speed
of 10 feet and a circumstance bonus to all Swim checks equal to your level.
Value: 1
Tail
You have a tail that acts as a rudder or balancing rod, giving you a +4 circumstance bonus to
Balance, Jump, and Swim checks.
Value: 1
Telekinesis [Psionic]
Three times per day, as a standard action, you may manifest the psionic power telekinesis as a
5th-level manifester. The Will save to resist the power (as per the description) has a DC equal to
10 + the character s Constitution modifier. Additionally, you may manifest the psionic power far
hand at will. A character with this mutation is considered to be psionic.
Value: 5
Telepathy [Psionic]
As a standard action, you may use detect thoughts (as the psionic power) or project your own
thoughts. The range of this power is 60 feet. An unwilling subject may make a Will save (DC 10
+ the character s Charisma modifier) to keep you out of his mind for 1 hour. During that time, you
can still sense the presence of the character s mind, but you cannot sense its thoughts or project
your own to it. A character with this mutation is considered to be psionic.
Value: 3
Tough
Your body is denser and stronger than normal, granting you +2 hit points per Hit Die.
Value: 3
Tremorsense
You are highly sensitive to nearby vibrations, gaining the special quality of tremorsense with a
range of 30 feet.
Value: 1
Uncanny Dodge
Your highly attuned reflexes grant you the ability to react to danger before your senses would
normally allow you and to respond to danger from many sides as easily as from one. You retain
your Dexterity bonus to Defense even when flat-footed or attacked by an invisible creature, and
you cannot be flanked. These abilities can be negated by a character with the uncanny dodge
ability (class or otherwise) who is at least four levels higher than you.
Value: 3
Wings
You possess wings in addition to your normal limbs and you can fly using them. You can fly up to
5 minutes out of each hour at your normal ground speed, with a maneuverability of clumsy.
Bigger and smaller creatures have different flight limits (10 minutes per hour for Small characters,
and 1 minute per hour for Large characters).
Value: 5
Mutant Defect Descriptions
Bleeder
Each time you suffer damage (but not subdual damage), you suffer a bleeding wound and lose 1
additional hit point per round. Bleeding takes place at the beginning of your turn, and all wounds
cease bleeding with a successful Heal check (DC 15) or any form of supernatural healing.
Value: 8
Crude Hands
Your hands are not nearly as articulate as a normal human s. You suffer a  4 penalty on attack
rolls for all handheld weapons and all skill checks that require fine manipulation (such as Disable
Device).
Value: 8
Distinctive Odor
Your odor is easier for creatures with the scent ability to detect and follow. Your smell, though
not necessarily bad, is recognizable and strong. The range of the scent ability is doubled with
regards to detecting and following you, and even creatures without scent can recognize your
presence and identify you by smell alone.
Value: 1
Fear Response
Your flight instincts are too strong, even considering the dangers of the world. In combat or other
apparently dangerous situations, you are always considered shaken, receiving a  2 morale
penalty to attack rolls, skill and ability checks, and saving throws.
Value: 8
Fits
In stressful situations, including combat, your brain begins to short circuit. Each round, you have
a 10% chance to be overcome by involuntary motions and fall to the ground, wracked by
seizures. If you succumb, you cannot do anything else during that round, and you provoke
attacks of opportunity from adjacent enemies.
Value: 6
Fragile
Your body and bone structure are faulty, rendering your extremely vulnerable to harm. You suffer
double damage from all physical weapon attacks.
Value: 8
Frenzy
When in combat, you get so worked up that you sometimes forget who is friend and who is foe.
Every round of combat, you have a 10% chance to attack a random creature instead of acting
normally. If you are in melee, you attack one of the creatures that you could attack either with or
without a 5-foot step. If you are out of melee, you attack a random creature that you can hit with
a ranged weapon (if you have a ranged weapon already in hand) or you advance on a random
creature that you could get to and attack this round (either with a regular move or a charge).
Value: 6
Heightened Metabolism
Your body is overactive, causing you to consume twice as much food, water, and air as normal.
After 5 rounds of combat or other intense physical activity, you must spend a round drinking water
and resting to replenish yourself. Until you do so, you are winded. If you stop at any point before
becoming winded and rest and drink water for a round, you begin your 5 rounds over again. You
also suffer a  5 penalty on saving throws against disease and poison because your body spreads
toxins and organisms throughout your system so rapidly.
Value: 3
Light Sensitive
Your eyes are poorly adapted to conditions of normal lighting, giving you a  1 penalty to attack,
skill and ability checks, and saving throws in conditions of normal lighting or more. You can see
normally in dim lighting, but have no special ability of low-light vision or darkvision unless you
select those mutations.
Value: 2
Partial Actions Only
Combat and other dangerous events overexcite you, causing you to hesitate. You may only take
a partial action on your turn.
Value: 8
Physical Mutation
You have an obvious mutant defect, one that is nearly impossible to hide or disguise, such as
small horns, a stubby tail, vestigial wings, unnatural skin pigmentation, or other apparent physical
mutation. You receive a  5 penalty to Disguise checks to pass off as a normal member of your
race. You may take up to two physical mutations as flaws; if you do so, you suffer  20 to
Disguise checks.
Value: 1
Poor Respiration
After 5 rounds of combat or other intense physical activity, you are fatigued for 1 hour. If you
have been exerting yourself but have not yet reached 5 rounds, you may set the count back by a
round for each round spent resting.
Value: 2
Real Slow
You are just not built for speed. Your base speed is decreased as though you were wearing
medium armor.
Value: 4
Reduced Charisma
Your mutation has rendered you weak of personality and poor at dealing with others, causing you
to suffer a  4 penalty to Charisma.
Value: 1
Reduced Constitution
Your mutation has rendered you weak of body and sickly, causing you to suffer a  4 penalty to
Constitution.
Value: 8
Reduced Dexterity
Your mutation has rendered you slow and spastic, causing you to suffer a  4 penalty to Dexterity.
Value: 8
Reduced Intelligence
Your mutation has removed your capacity for higher learning and rational thought, causing you to
suffer a  4 penalty to Intelligence.
Value: 2
Reduced Strength
Your mutation has atrophied your muscles and bone structure, causing you to suffer a  4 penalty
to Strength.
Value: 8
Reduced Wisdom
Your mutation has naturally deselected your intuition and instincts, causing you to suffer a  4
penalty to Wisdom.
Value: 2
Sensitivity to Acid
Your body is poorly adapted to acidic compounds, causing you to suffer double damage from
acid.
Value: 2
Sensitivity to Cold
Your mutation has removed all of your resistance to low temperatures, causing you to suffer
double damage from cold.
Value: 2
Sensitivity to Electricity
Your body is an extremely reactive conductor, causing you to suffer double damage from
electricity.
Value: 2
Sensitivity to Fire
The increased density of your body s fat deposits and volatility of oils you store in your skin
causes you to suffer double damage from fire.
Value: 2
Sensitivity to Poison
Your body metabolizes harmful chemicals and toxins too quickly, causing you to suffer double
damage from poison.
Value: 2
Sensitivity to Sonics
Your bones possess an almost crystalline structure that, while beautiful (to x-ray), causes you to
suffer double damage from sonic attacks.
Value: 2
Slow
You lack the tendon elasticity necessary for great speed. Your base speed is reduced by 5 feet
while unencumbered. Your encumbered speed is 70% of your unencumbered speed (so a
normal Medium-size creature would reduce its base speed to 25 ft. and its encumbered speed to
15 ft.).
Value: 2
Small
You are one size category smaller than is normal for your race. For a Medium-size creature,
apply these modifiers: -4 Str, +2 Dex, -2 Con, -10 ft. to base speed, +1 size modifier to attack and
Defense, +4 size modifier to Hide checks.
Value: 4
Stiff Motion
Your coordination is jerky and unfocused. You are always flat-footed, meaning that you never
receive your Dexterity bonus to Defense, you may never make attacks of opportunity, and you
cannot take the Combat Reflexes feat.
Value: 6
Terrible Fortitude
You are less capable of dealing with physical trauma than normal, receiving a  5 penalty to all
Fortitude saving throws.
Value: 3
Terrible Reflexes
Your body rarely responds exactly as you would like it, giving you a  5 penalty to all Reflex
saving throws.
Value: 3
Terrible Willpower
You are less capable of dealing with psychological trauma than normal, receiving a  5 penalty to
all Will saving throws.
Value: 3
Terrible Vision
You can see well enough to pinpoint creatures within 30 feet, but beyond that you can only make
out light and motion and are unable to locate creatures by sight. Even within 30 feet, your vision
is blurry enough that creatures are effectively concealed to you, giving you a 50% miss chance in
combat against them.
Value: 8
Weapon Incompetent
Your primitive brain simply cannot grasp the concept of weapons. You are never proficient with
any weapons other than natural ones, and so receive a  4 penalty to attack with all non-natural
weapons.
Value: 6


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