Mutations (Fallout Supplement)

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Mutations[edit]

Radiation has given you a Mutation! You gain positive and negative effects similar in function to traits. Some races start off with mutation points and gain more as a level up, another way to gain mutations is to be irradiated by radiation and you would roll a percentile die for (5%) to gain a mutation point.

Mutations list
Mutations & Cost Positive Effects Negative Effects
Marsupial (1) Half the vertical jump requirement & +6 Str for Carrying capacity Take a -2 Int
Speed Demon (2) +30ft base speed chem last half as long
Healing Factor (1-5) gain fast healing 1-5 -(1-5) to all other heals
Grounded (2) Electricity Resistance 20 All Electrical attacks you use are Hafted
Adrenaline Reaction (4) All attacks gain 1d12 for every 10% of your HP you have missing Take a -4 to Str
Egg Head (2) +6 Int Take a -2 Str & -2 Con
Electrically Charged (2) At level 1, 10% chance to shock melee attackers for 1d8 electrical damage, every 5 levels thereafter add 10% and 1d8 for a max of 50% & 5d8 You take a quarter of the damage that the melee attacker receives
Eagle Eyes (3) +4 Dex and + 2 to all crit threat zone to all weapons Take a -6 to Str
Heard Mentality (5) + 5 to all ability scores for each ally within 300 feet of you - 4 to all ability scores if no allies are within 300 feet of you
Bronze Over Brain (4) +6 Str and is considered 1 size larger for carrying capacity Take a -4 to Int
Empath (3) All allies with in 300ft gain 1 DR/- for every level you possess Every time you receive damage you take 1d4 extra damage for every 5 levels you possess
Scaly Skin (4) Gain 1 DR/radiation for every 2 levels you possess When regaining action points on reset -1d4 of those point
Talons (2) At level 1 unarmed strikes deal 1d6 lethal damage and for every 5 levels you possess +1d6 to the damage -4 to Cha
Steady Hands (4) + 2 crit threat zone and +2 to crit damage multiplier with all attacks

-5 to the attack rolls

Life Well (4) +50% HP to your total HP -6 Con
Steel Skin (4) At level 1 +1 natural armor and add 1 natural armor for every four levels you possess - 5 to initiative



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