Physical Mutation Drawback: Acute Epileptic Seizures

Chris Van Deelen

Acute Epileptic Seizures (drawback)

Type: Physical

Frequency: Uncommon

Power Score: Yes

Range: Personal

Duration: 1d6 plus half the power score in rounds

AI Recognition: None

Damage: None

Uses: Constant

Roll on the following table to see what kind of condition will potentially cause the effect:

Epileptic Seizure Table

Roll

Cause

1

Bright or pulsing light

2

Darkness

3

Strong odor

4

Loud sound (gunfire, explosions etc).

5

Type of food

6

Type of substance (specific mineral, type of fabric, harmless chemical etc.)

 

The mutant will often go into epileptic seizures when exposed to a certain type of substance or condition. When dealing with environmental conditions, such as humidity or darkness, the saving throw must be made once every hour. A saving throw versus radiation is required whenever the condition is met and if it fails, the mutant falls to the ground and shakes uncontrollably. Once the seizure has passed, then the mutant can act normally.

Mutation Index