Physical Mutation Drawback: Epidermal Susceptibility

Chris Van Deelen

Epidermal Susceptibility (drawback)

Type: Physical

Frequency: Common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: 1d6 plus power score modifier (negatives will impact!) per round of exposure.

Uses: Constant

Epidermal susceptibility table

Roll

Type

Effect

1

Alcohol

Any type of alcohol, be it drinking or medicinal in purpose.

2

Cold

 

3

Darkness

This is a total lack of light. Even a flashlight will prevent damage.

4

Energy

On top of regular damage from any type of energy-based attack, the mutant will suffer 1d6 plus the power score modifier (per dice!). Negatives will not detract in this case.

5

Kinetic

Any type of kinetic attack inflict additional damage 1d6 plus the power score modifier per dice. Lowe power scores will not detract from this damage.

6

Photon

Any time the mutant’s flesh is exposed to light (sunlight or any source more powerful than a lantern) it suffers damage. If it is a light based attack - such as laser, the attack will inflict 1d6 plus the power score modifier (per dice!). Negatives will not detract in this case.

7

Radiation

All saves against radiation are made with a negative modifier equal to the power score modifier and any damage sustained will inflict an additional 1d6 plus the power score modifier (per dice!). Negatives will not detract in this case.

8

Salt

The mutant takes damage from coming into contact with salt. This could be the blood of another creature, salt water, or even common table salt. This includes if the mutant with this condition bites another creature, at the ML’s discretion.

9

Slashing / Piercing Weapon

Slashing and piercing attacks do additional 1d6 plus the power score modifier (per dice!). Negatives will not detract in this case.

10

Thermal  

Thermal based attacks will inflict an additional 1d6 plus the power score modifier (per dice!). Negatives will not detract in this case.

11

Water

Any time the mutant’s flesh is exposed to water, it takes 1d6 plus 1 per point of power score modifier damage per round of exposure. The mutant still needs water to survive; it just can not come into contact with the skin.

12

Choose

Choose one type of susceptibility.

 

The epidermis of the mutant becomes defective in some way, either taking additional damage from attacks or damage from typically harmless but common substances, or the mutation can also be something that constantly creates a serious inconvenience for the mutant. Consult the chart above for the possible effect.

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Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.