Physical Mutation Drawback: Dietary Requirement Change
A new physical defect for your OSR game.
The epidermal layer of the mutant exudes a glowing substance. The light produced is strong enough to give opponents a better chance of striking the mutant in dim or poor light, but on the other hand have a more difficult time striking the mutant during the day, as the same substance makes the mutant appear fuzzy or slightly out of focus. In low-light conditions opponents gain two plus the power score modifier to hit, but in light suffer the same as a penalty instead of a bonus. This produces the same level of torch-light.
Glowing Secretion (drawback)
Type: Plant
Frequency: Rare
Power Score: Yes
Range: Power score in feet
Duration: Permanent
AI Recognition: +2
Damage: None
Uses: Constant
Aging Field
Type: Plant
Frequency: Rare
Power Score: Yes
Range: Power score in feet
Duration: Power score in minutes. Effect is permanent.
AI Recognition: None
Damage: None
Uses: One plus power score modifier per 72 hours.
Acute Dyslexia (drawback)
Type: Mental
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Acute Hyper Healing
Type: Mental
Frequency: Common
Power Score: Yes
Range: Personal
Duration: Instant
AI Recognition: None
Damage: None
Uses: One plus power score modifier per day.
Atrophied Natural Weapon (drawback)
Type: Physical
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: +1
Damage: None
Uses: Constant
Acute Lysosomal Function
Type: Physical
Frequency: Uncommon
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
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. |