Physical Mutation Drawback: Dietary Requirement Change

Chris Van Deelen

Dietary Requirement Change (Drawback)

Type: Physical

Frequency: Very common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

Roll on the chart below for the type of dietary change:

 

Dietary requirement change table

Roll

Dietary Requirement

Effect

1

Blood

The mutant must consume the power score in hit points of blood, or 2 quarts.

2

Bone

The mutant requires bone (or calcium) to survive, and has to consume the power score in hit points (or 1 pound) of bone per feeding.

3

Cannibal

The mutant must consume the power score in hit points (or 1 pound) worth of flesh of its own species per feeding. +6 to reaction if this is discovered.

4

Carrion

Any type of clearly rotting flesh will do, one plus the power score modifier to Charisma due to the scent of decay that surrounds the mutant.  The flesh to be consumed must be at least seven days old. Anything less and the mutant will not gain any benefit. The mutant must consume the power score in hit points (or 1 pound).

5

Cerebellum

The mutant has a horrible need to consume the nervous centers of sentient creatures. This requires the mutant to kill and eat the brains of sentient creatures, which will make it an outcast in almost every society.

6

Chitin

The mutant needs to consume the power score in hit points (or 1 pound) of chitin or crustacean shells per feeding.

7

Fungal

The mutant must consume the power score in hit points (or 1 pound) of fungal matter per feeding.

8

Living Flesh

The mutant cannot consume dead flesh. The food must be consumed right off the still living creature. The mutant must consume the power score in hit points (or 1 pound) to a living creature. Flesh more than the power score in minutes old provide no nutritional value.

9

Metal

The mutant must consume at least one pound of metal. Most mutants will be forced to ‘shave’ down metal into filings or something it can consume easily. Rust will do as well.

10

Parasite

The mutant must physically attach itself to another living creature. It will drain the power score in hit points per day from the creature in order to survive. Another drawback is that the mutant with this dietary requirement cannot heal naturally; it has to be attached to another creature in order to regain hit points via feeding, or use the host’s natural healing capability. When this is happening, the host cannot heal damage naturally!

11

Petroleum

The mutant must consume one plus the power score modifier in quarts of any type of petroleum. This can be raw oil, refined fuel, propane, any type of petroleum product.

12

Plastics

The mutant must consume one plus the power score modifier in pounds worth of any type of plastic.

13

Poison

The mutant must consume at least two plus the power score modifier of destructive poison per feeding. The upside is the mutant is also immune to destructive poison.

14

Radiation

The mutant must bathe in radiation for 10 hours minus the class of radiation (so class 5 radiation would require the mutant to bathe in the radiation for 5 hours), with the mutant always having to spend at least one hour in the radiation. The mutant is likewise immune to the effects of radiation.

15

Silica

In order to survive the mutant must consume one plus the power score modifier in pounds of sand, crystals, glass, quartz or any other similar substance.

16

Textiles

The mutant has to eat artificial fabrics such as cotton, polyester or other such fabrics. One plus the power score modifier must be consumed to gain any nutritional benefit.

17

Vegetable

The mutant must consume the power score in hit points (or 1 pound) of vegetable matter per feeding. This can be anything from grass to wood to sentient plants, it does not matter.

18-20

Choose

Choose one type of dietary requirement change from the above list.

 

For some reason the mutant’s body has developed a need for food that most creatures would normally shun, or even find deadly. The mutant can still consume normal food, but it has to feed on its unusual diet at once every 24 hours (it can also go an additional day based on its natural healing rate). For every day the mutant goes without partaking in its required diet, it loses 1d3 points of Constitution. Note that the mutant will not lose the corresponding hit points, but it will lose the bonus to daily healing rate as a result. Once the Constitution score reaches zero, the mutant must save versus death every day, with an accumulating -1 penalty per day to the save. When the saving throw is missed, the mutant dies of starvation.

Once the mutant partakes in the required diet, the lost Constitution score will return at the rate of 1d6 points per day, as long as it eats the food it needs.

Mutation Index