Tables / Character Creation / Genetic Drawbacks
Genetic Drawbacks
Character Creation · Roll 3d6
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| 3d6 | Result |
|---|---|
| 3 | Blood Hunger — Your maximum Strain drops by 1 for every full 24 hours without feeding on a living creature's blood. Feeding (1 AP, MANIPULATE): an unarmed strike against a creature you or an ally is grappling. On a hit, if you have a bite or it has an open wound, deal unarmed damage and roll 1d6 for blood loss: the target becomes Bloodless by that amount (see Conditions) and you restore that much maximum Strain. |
| 4 | Combat Fear — The first time each encounter that you roll initiative or take damage, make a Charisma save vs DC 10 + the encounter level; on a failure lose 1d6 Strain. |
| 5 | Ultraviolet Allergy — In direct sunlight or strong UV, take 1d6 fire damage at the start of each turn, and light flammable clothing may ignite. |
| 6 | Ability Decay — Permanently reduce one ability score by 1 (minimum 0). |
| 7 | Brittle Bones — 1 Disadvantage on Reflex saves against falling, and +1d6 falling damage. |
| 8 | Sound Sensitivity — 1 Disadvantage on all checks while exposed to sound louder than normal speech. |
| 9 | Light Sensitivity — Going from dim or darker into normal or brighter light Blinds you until the end of your next turn. 1 Disadvantage on sight-based Perception in bright light. |
| 10 | Weak Immune System — 1 Disadvantage on Fortitude saves against poison and disease. |
| 11 | Reduced Speed — −5 ft to all your Speeds. |
| 12 | Frailty — Treat your Fortitude as 2 lower when calculating maximum HP and Strain (not for saves). |
| 13 | Heat/Cold Susceptibility — 1 Disadvantage on Fortitude saves against extreme heat or cold. |
| 14 | Pheromone Repulsion — 1 Disadvantage on Diplomacy and Nature checks against creatures within 30 ft. |
| 15 | Lethargy — 1 Disadvantage on Reflex saves. |
| 16 | Mindslave — 1 Disadvantage on Charisma saves against MENTAL effects. |
| 17 | Thin Skin — Roll flat checks to resist Light or Heavy Wounds with Misfortune. |
| 18 | Festering Sores — Worn armor's check penalty increases by 1 and always applies, even if you meet its Might requirement. |