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- COMMENTS ARE ENABLED, I LIKE FEEDBACK AND IDEAS, THIS IS A WIP.
- As it stands, Taint’s positive effects are incredibly few and narrow. Considering taint already carries the “Endurance save or Die” effect, those who manage to get lucky enough to not die should not then have to be even luckier not to come away with some horrible scarring. Yes, if you are unlucky, you will bear the scars.
- Upon exposure with taint, a PC first must make an Endurance save to avoid dying. Penalties or bonuses may apply, depending on the amount of exposure. A single drop could be a “Don’t critfail” while being dunked in a vat could be “Crit or fail” This is left to DM’s ruling
- Should they survive, they then roll a 1d100, and consult the table.
- Custom Made: Some mutation force the tainted to have armor custom made to fit their body. This requires a schematic. Custom Made armor may be repaired with regular versions of itself.
- (An optional rule is they roll a Luck check should they pass the Endurance check, subtracting 10 from their taint roll per degree of success, or adding 10 per degree of failure, if the DM is merciful/vicious)
- 1-10: True Blessing: The Sisters smiled on you today. Taint truly improved you. You may forgo any roll on this table, and instead take: Touched by Taint: Radiation is curative for you, amongst other things. This mutation has three ranks. Level 1: Heal any crippled limb when at 400 rads or more, gain regeneration 1 at this level. Level 2: You no longer suffer radiation sickness, but you will still die if you exceed 1000 rads. You gain all the upsides of the Rad Child trait, without the downside. Level 3: You are harder, better, faster, stronger when exposed to radiation,. +10 AP per level of radiation sickness, and +1 strength per 2 levels, and you may regenerate any severed limb when at 600+ rads (Except the head of course). Also, your will live for a couple centuries at least, unless struck down before. You can not be killed by radiation at this point, but exceeding 1000 rads may have unforeseen side effects. Results may vary, consult your DM.
- 1: Embraced by Taint: Gain two levels of Touched by Taint. If, by some freak chance you already have two levels of Touched by Taint already, congrats, you become an alicorn. Enjoy the racial stigma.
- 2: Two to Tango: Taint has sharpened your natural grace and hoofwork. Not only are you the best dancer in the waste, enemies also suffer -15 to hit you. You may share this bonus with an ally, but they must act on your turn, and must remain adjacent to you at all times during their action. +2 Agility
- 3: Third Eye: You gain a third eye, and can see strange things with it. +2 perception, and gain the Spiritually Awakened trait. You may also see a targets karma, to the nearest 10. Finally, any shaman gains +1 spirit affinity.
- 4: Gray Goo: The Taint was actually Nanites! And they change you! You are now a cyberpony! You gain Cyberpony rank 1, as the perk. You may naturally increase your cyberpony rank and take cyberpony perks, regardless of parts at hoof or racial requirements. You naturally grow them. You must meet all other prerequisites for the perk. You do not suffer any CHA penalties to attacks on the soul.
- 5: Big Boned: Your bones expand and harden. You get +5 DT, +10 to the torso, and all limbs take ½ damage. Your weight carry is increased by 25lbs
- 6: Sturdy Genes: Gain 25% Rad Resistance .Your maximum radiation level is now 1200, and you do not suffer from light radiation sickness until 400 rads. You roll twice on any Taint or Radiation Endurance checks, taking the lowest.
- 7: Lucky Number Seven: Your luck is forever set to 7 and can not be changed by anything. However, rolling a 7 on a Special Check now counts as a critical success. Any roll that ends in 7 (17, 27, etc) is a critical success. You must have a skill high enough to succeed on this roll (You can not crit on an 87 if your skill is only 30)
- 8 Look into my eyes: You gain the ability to hypnotize ponies with eye contact! You require one full round of uninterrupted eye contact with them to perform this action. Make an opposed Charisma check. For every degree of success you pass the check by, you may apply +10 to any one Speech check with the target. They will not remember unless they critically succeed the opposed check. On a critical success by you, you may have the target perform 1 action that they will not remember performing. This may not be anything self destructive or in opposition of their virtue. This action does not need to happen right away, it can have a trigger to activate it on the later date. An example “In three days, open the southern gate at noon.”
- 9: Love Potion Number Nine: You got the riiiight stuff. Gain the benefits of Sex Appeal (No downside) and both gender preference perks (Chez la Filly, Good as Gelded, Black Stallion/Mare), and +2 Cha. However, expect unwanted advances all the time. Should the player already possess any of these traits, the effects stack.
- 10: Top Ten: Your highest special is now ten (If a SPECIAL is already at ten, the next highest non-ten SPECIAL is now ten. If there is a tie between SPECIALs, roll to determine), you gain 10 HP, 10 Poison/Radiation Resistance, +10 Carry Weight, and your highest skill gets +10
- 11-20: Blessing: You came away from taint better than before. You may forgo any roll on this chart, and gain “You get it NOW!” And gain one level for free, with no change to overall experience.
- 11 Up to 11: +11 to three skills, one special may now cap at 11, and +11 to two of the following: HP, Rad Resistance, Poison Resistance, Fire Resistance, Cold Resistance, Electric Resistance, or Carry Weight.
- 12 Mesh Up: You randomly mutate into a hybrid. DM picks a race besides your base. You now count as being that race, gaining all benefits and downsides, in addition to your regular race. You may take perks for your new race as normal. You are an obvious hybrid, so this may have it’s own problems.
- 13 . Wheel of (Mis)Fortune: Roll 1d10 every session. Your Luck equals what you roll. You may reroll any roll equal to 10-Luck per session (Luck 1 may reroll 9 rolls a session, a luck 10 may not reroll anything). You may not reroll this check by any means.
- 14:LASER EYES! You gain the ability to use Energy Strike: Basic(Light), You may use this End/2 times per day. You gain +10 to hit targets at point blank or short range, and your eyes may produce a cone of light as per the Light spell at Potency 5
- 15 Spring Hoofed Jack: You can’t fly, but you sure jump good. Your jump is calculated in yards, not feet, for distance, and you are naturally a very bouncy pony. -5 to be hit.
- 16: Sweet Sixteen: You taste like sugar and smell like honey. You get +1 disposition with
- anyone above neutral disposition, and well, you taste like sugar. Also, your blood is made of honey, slowing your bleed rate to half, and is, well, honey. Honey is liquid gold.
- 17: HANDS!: Your front hooves are replaced by HANDS! Enjoy all the perks of having hands. If you already have hands, you hind claws or hooves become hands. Yes, this means a flying griffon/Dragon/Hippogriff could quad wield without a battlesaddle.
- 18: Smokin’: You may bellow out thick clouds of smoke up to End times per day, providing all the effects of a smoke grenade. You may expend 3 of these charges to produce the effects of an incendiary grenade, as you force the smoke to ignite before exhaling it.. You suffer no negative side effects with smoke (Vision, range attack penalties, coughing.) Although your voice definitely gets a bit deeper. This does not protect against poisons in the smoke, only the smoke itself.
- 19: Forest Foal: You are more in tune with nature than a normal pony. Flowers grow in your mane and tail, and your coat has a slightly wooden pattern to it, although it does not change texture. Every day, you may pick 1d2 herbs of each variety from your mane and coat. You gain +10 Survival, and are immune to natural environmental hazards (Sun stroke/burn, frostbite, hypothermia, etc).
- 20: Natural Twenty: +20 to one skill, critically succeed on a roll of 20, all skills below 20 are now 20, +20% Poison OR +20% Radiation Resistance, +20 Carry Weight
- 21-30: Mixed Blessing: Yeah, there’s a downside, but it’s still pretty awesome.
- 21 Hollow Leg: You can’t get enough of that delicious liquid bread. Any alcohol item heals as a potion at half strength, and the buff duration is doubled. However, all alcohol items now have an addiction chance of 10% with a withdrawal of -1 Per, -1 Cha, -1 Agl
- 22 Cold Blooded: No, you are not an ectotherm, your blood is colder than ice. You are immune to natural cold damage, and gain 50% Cold resistance against any cold based attack. However, any burning damage you take is doubled (Regular fire damage is not). Your blood deals 2d10 cold damage to any target that is exposed to it (Biting, clawing, etc.)
- 23: Bottled Lightning: You crackle with electricity, and bolts of lightning arc around your perpetually stuck on end fur. You gain 1 charge per 50 AP used in moving or melee combat. You may hold a total of 10 charges. You may expend these charges in any melee range attack. They do 1d10 damage per charge, and arc to adjacent targets for ½ damage per target, down to a minimum of 1d10 on the last. These can hit allies and can bounce off you should no other target be within range. You take no damage, and the damage is not reduced for that bounce. Also, excess charges must be discharged on a regular basis, to avoid zapping allies. Roll a 1d10 at the start of combat. That is how many charges you begin with. You may power items like a Sparkle Battery, but you will need to trot in place to gather a charge. You may keep this up for End/2 hours before becoming fatigued.
- 24 Horny as Hell: You grow a set of truly imposing horns. They may be used to make an unarmed attack for StrX3+++, for 40 AP, with Armor Pen and Bleeding. However, you can no longer wear hats or headwear. They provide 10 DT to called shots to the head (And horn, should you be a unicorn)
- 25: Hot Headed: Damn pony, you mad. Your mane is a perpetually smoldering mass of embers, and during stressful situations (See: Combat) you burst into flames, granting all unarmed and melee attacks +2d10 fire damage and the Burning attribute. Everyone within Pot/2 feet of you take 2d10 burning damage every turn.
- 26: Jaeger Pony: You become scary, hairy, your teeth become mismatched and pointy, and your hooves become jagged and sharp, but damn are you hard to kill. You gain Regeneration 1 (1 HP per round), +1d10 damage on unarmed attacks, and you may take the Steel Claws perk. However, you suffer -1 Int and -5 to speech, because you sound weird, and are a bit more feral in mindset. You also have a weird compulsion to always have a hat, helmet or some form of headgear on. You suffer -3 Cha if you are without some form of headgear.
- 27 Poison Blood: Your blood is now TOXIC! Your blood deals 5 damage per turn for 5 turns to those exposed to it directly, and you also gain +25 poison resistance! However, your eyes are now a baleful, unnatural color (Pure anything, you decide) You suffer -1 Charisma to anyone who can see your eyes. You can easily conceal this with a full helmet or sunglasses. You may coat any bladed unarmed or melee weapon in your blood for 10 HP plus the AP cost of the weapon. If you are bleeding, ignore the HP damage. Poison lasts for 1d10+End successful hits.
- 28: Sunshine and Rainbows: Your mane and tail are like that of Princess Celestia! You gain +1 Disposition with positive karma beings but suffer -10 speech and barter with negative karma beings.
- 29: Stars and Shadows: Your mane and tail are like that of Nightmare Moon! You gain +1 Disposition with negative karma beings but suffer -10 speech and barter with positive karma beings.
- 30: Thirty and holding: Any skill that was below thirty before now is now set to thirty. However these skills can not increase without spending a full level worth of skillpoints. They may then be raised as normal. If no skills are below thirty, +10 to the three lowest ranked skills. They now suffer the flaw
- 31-40: Questionable Blessing: It’s not all sunshine and rainbows, but you can’t deny this won’t come in handy. You may forgo any roll on this table, and instead get “Some kind of monster: You sacrifice your last perk, and replace it with any monster perk you meet the requirements for. PCs are an Orange level threat.”
- 31 Fused Flesh: You are permanently fused to whatever armor you were wearing. However, it now restores 10% condition a day, up to Perfect condition. It also adds it’s DTx2 to your HP, and negates its weight. This armor may still be modded.
- 32: Destroyer’s Touch: Your weapon fuses to your flesh. It replaces a hoof/hand or even a whole limb as it restructures itself there. That limb is now the weapon, and will heal 10% condition per day, up to perfect. If you carry multiple weapons, the DM picks the “Favored” weapon of the PC. Battlesaddles graft to the flanks, and may not be removed or replaced.. You may sacrifice HP to produce basic reloads for the weapons. 10 HP for one handed weapons, 20 HP for 2 handed weapons, and 40 HP for heavy weapons. You may not produce Balefire Eggs this way.
- 33 Ahm a big pony! You gain large frame. If you already had large frame, you are now size 1, and your carry weight is quadrupled, and you gain +1 Str and +1 End (This may break the 10 cap). Enjoy that +10 to getting shot, you burly bastard. You also require custom armor. This effect can stack, increasing size by 1
- 34: Nymphomania: WARNING DO NOT USE UNLESS DM AND PLAYER ARE COMFORTABLE WITH THIS: You gain +1 Cha ,Pony Sutra, Sex Appeal, and both gender preference perks (Chez le Filly/Good as Gelded, Black Stallion/Mare). You also gain psychological addiction: Sex, rolling Cha to resist chances to get laid, and suffering -1 Int, -1 Cha, -1 Per for every week you go without sex. If neither party are comfortable with this, reroll on this table with a 1d10 until something besides Nymphomania is rolled.
- 35 Ahm a tiny pony! You gain small frame. If you already have this, you are now size -1, your carry weight is reduced to 25% and your End and Str is lowered by 1, . However, you gain all the bonuses, and enemies suffer all the penalties for hitting a creature your size, you gain +1 AGL and you gain +10 to sneak.You also require custom armor. This can stack, decreasing size up -1 each time
- 36: “Thing”y: Your DNA is aggressive and malleable. You may absorb a living target of a size difference of +1/-1 at most, over five minutes, killing them in the process and giving -15 karma if a sentient target. Conscious targets will obviously fight back, so subduing them is a very good idea. You may hold one alternate form and gain all monster perks or racial traits involved with it, and may shift between forms for 60 AP. When you are critically hit, or you critically fail an attack, roll charisma. If you fail, your body flips out, revealing your aberrant nature in a display of vestigial teeth, mouths, claws, or other freakish displays. Any pony who sees you shift will turn hostile if they are unaware of your nature, you freaky mutant thing.
- 37: Slow and Steady: Taint has reduced your metabolic speed. You require half food/water, you take half poison and bleed damage (Rounded down) but for twice as long. Combat drugs take 2 rounds to activate after ingestion, but last twice as long. Your natural healing rate is reduced by ½.
- 38 Fwuffy Pony: YOU ARE SO FWUFFY! You require 3 units of water per day in desert conditions. Being underground, working at night, or otherwise avoiding the heat of the day prevents this. You count as a bedroll, and are naturally winterized. You gain +5 Stun DT, as your fwuff cushions the blow or absorbs the shock
- 39: Warmonger: You thrive on the battlefield, quite literally. When in combat, you gain Monster Regeneration 1 (Heal End*1 HP per turn) However, off the battlefield, you can not heal naturally. First aid and magical healing are half as effective outside of combat.
- 40: Four Eyes: You have eyes in the back of your head! You gain 360 degree vision, making it near impossible for someone to sneak on you. However, you suffer -2 perception to vision based checks if you have all four open, and you will weird ponies out if they see them.You may decide to have one or both sets open at any time, front or back. Obviously you can not see backwards if you are wearing a helmet.
- 41-50: Dubious Boon: It would have been much worse, but it could have been much better too…. You may forgo any roll on this table and instead take: Double Down: Roll Twice on the taint chart, keeping both results. This may only be used once per taint exposure
- 41 “Benign” Tumors: You have cancer. A lot of cancer. I mean... A LOT. However, it doesn’t hurt you, at all. Actually, it has it’s uses.Gain 5% DR. Still, you lose -1 special
- 42: YOU HAVE THE ANSWER: Sadly, no one believes you. +1 Int, -10 Speech. You also critically succeed on any roll of 42.
- 43 Age Advance: You advance in years rapidly. Pick 2 specials. They are reduced by 1. Then gain a level.
- 44 THIS IS MY INSIDE VOICE: You gain all three ranks of Royal Canterlot Voice. However, you can NEVER STOP YELLING AT THE TOP OF YOUR LUNGS, Seriously. You can’t. You will never say anything quietly ever again. You’d better learn to communicate in other ways besides speech if you ever want to be stealthy.
- 45 Age Reversal: You are a foal again! Gain the Small Frame trait, and you can pretend to be a foal. Your strength reduces to the foal maximum if it is above it, (should your game use it). However, you’re so damn cute, and get +1 charisma, and access to all foal perks.
- 46 Trixie’s Manifesto! You can cast magic! But not when you want! Whenever you critically fail or succeed, the DM picks a random spell and has you cast it. Critical Fails always affect allies or you in negative ways. There is no strain cost for these spells, and they are cast using your Versitility and Potency.
- 47 Ham Hooved: Tag Unarmed (Or gain +15 if already tagged) , gain +1d10 damage to unarmed attacks, but suffer -10 to Lockpicks, medicine, science, mechanics.
- 48 Background Pony: You are totally bland and forgettable. You can not gain disposition with anyone.
- 49: 49er: You can smell gold and silver within 30 feet of you! However, you are horribly miserly because of it, and suffer -10 to Barter checks
- 50: 50/50: Whenever you roll a special check, you count as having a special of 5, regardless of bonuses or penalties. You always have a 50/50 chance of passing any special check.
- 51-60: Annoying Mutation: A hinderance, an annoyance, but nothing more, You may replace any roll on this table with “Cancer: -1 To one SPECIAL”
- 51: Lazy Eye: One of your eyes just doesn’t listen to the other one, and you suffer -5 to hit with all attacks.
- 52 Foul Odor: You smell really bad. Like, really bad Like “Dumpster full of corpses left in the sun for three days.” -1 charisma to anyone with a nose, and +2 Perception to any creature tracking you by scent.
- 53 Mangy: Your coat falls out is patches and clumps. -10% Elemental Resistance, -1 Endurance to resist exposure (Heat stroke, sunburn, frostbite, hypothermia, etc), -10% Radiation Resistance
- 54 Hiccups: -5 sneak and speech, as you are constantly hiccuping
- 55 Nervous tick: -5 AP as you twitch, and -20 on any attempt to disguise yourself, as your tick gives you away
- 56 Tourettes: When attempting a speech/barter check, roll Cha. If you fail, you suffer -20 as you let forth a torrent of profanity or odd noises.
- 57 Fifth Leg: No, not what you think, you just have an extra leg. Armor needs to be custom fitted to wear. You may remove this limb with surgery, but lose 1 End as a result.
- 58 Squeaky: Your voice is very high pitched, like you’ve been sucking helium for an hour. Attempts to intimidate enemies or inspire allies suffer -20 to speech. However, foals think it’s great. +10 to speech with foals
- 59 Damnit Fumbles: Things just break in your hooves. Items drop condition in one critical fail instead of 3. Should you have Built to Destroy, every item drops condition it drops two condition stages instead of one.
- 60 Long Neck: Your neck gains an extra foot of length. Your head now counts as a leg for to hit penalties.
- 61-69: Challenging Mutations: These are difficult to manage, and have no noticeable benefit.
- 61 A mind of it’s own: Your tail gains a mind of it’s own. It may act as though it has Tail Trick, and never has your best intentions in mind. It uses your SPECIAL and Skills, and will periodically attempt to impede you in some way.
- 62 Bug Eyed: Your eyes mutate into something more fitting on a praying mantis .You suffer -1 Disposition to any pony who sees your eyes. You may conceal this mutation with a full helmet, but suffer -1 perception. Sunglasses just don’t cut it.
- 63: Genderswap. Any gender specific perks are lost and not refunded.
- 64: Hemophage: You have the compulsion to drink blood. You require 1 bloodpack’s worth of blood a day, otherwise you begin to suffer withdrawals. -1 Per, -1 End. On the upside, they count as a unit of pure water, unless they are suffering from radiations sickness, then they are dirty water, or irradiated water if they are suffering from deadly radiation sickness. -5 Karma if you take this blood without asking permission from sentient creatures. No penalty for drinking non-sentient creatures blood.
- 65: Species Swap: You become a new species! You lose all species related perks and traits. You gain the new species traits and are refunded perks spent on racial perks. They must be spent on racial perks for your new race. DM decides your new species.
- 66: Glutton Every consumable now has a 5% addiction chance. If they do not have withdrawals, they now have a -1 Cha, -1 Per withdrawal. All durationless consumables (Food/water/Non addiction meds) have a 1 day duration. Elixirs do not apply.
- 67: Bone spurs: Your have bones growing randomly out of your skin. Limbs take an extra 25% damage, and any armor you put on without custom fitting first takes 25% condition damage. On the plus side, anyone pinning you suffers 3d10 damage.
- 68 Penis Eye Tentacle: Blackjack was right. One of your eyes is now on a stalk, and can swivel around. However, it’s freaky as fuck, and tends to look around on it’s own. -1 Charisma and -1 perception
- 69 Tongue Lashing: Your tongue grows out to be almost two feet in length. You suffer -1 disposition, and suffer -5 to Speech and Barter. It’s really hard to understand you around all that tongue.
- 70: Chimera: You are several different creatures all rolled into one disorganized mess. Gain one hand, one wing and one racial feature, picked by the DM., You gain access to one addition race, decided by DM. You may take perks for this race or your original, but you are considered half level for purposes of requirements. (Level 10 PC counts as level 5 for racial perks) You do not lose any racial perks you have taken before this
- 71-80: Monstrous Mutations: You came back warped and twisted, but otherwise sane and intact. All These apply the “Ghoul Disposition” effect to the PC
- 71: Monochromatic: You are a pony in grey scale. Everything about you is black, grey, or white, including your blood, sweat, and tears. You gain +10 to sneak. However, you have the compulsion to wear only black, grey, or white attire. For every piece of “colorful” attire you have, you lose -1 int, then -1 Per, then -1 Cha (Two colorful items is -1 Int and -1 Per, 4 would be -2 int, -1 Per, -1 Cha, so on and so forth) If you manage to obtain a purely monochromatic outfit, your sneak bonus is doubled, and you gain the Ghost Perk if you do not already have it. Zebras have a fondness for you, and ignore the ghoul disposition penalty.
- 72: Tentacle Pony: I’ve seen enough Nippony cartoons to know where this is going…. Your legs have split into tentacles. This naturally makes it a lot harder to move around (-2 move speed) And they are not all that durable (Half Limb HP) However, they regenerate on their own (Limb damage heals in 24 hours. Severed limbs regrow in a week) and have suckers on the underside (Counts as having hands for AP costs or using griffin made weapon) And those suckers are pretty strong (+1 str in grapples) However, you have tentacles for legs. Ponies are going to freak out at that,
- 73: A Bit Buggy: You fuse with some sort of insect, arachnid, or other assorted arthropod in the area. You gain +5 DT, -1 Agl, -1 Int, and -2 Cha. You gain some form of venom, be it fang or stinger. It injects a weak poison on a successful unarmed attack, using rules for a combat knife for AP and damage (Add those later)
- 74 Transponism: Not only did you find the Grey Goo, you found the HOSTILE Grey Goo. You are now a robot. You no longer eat, drink, sleep, or breathe, as well as immunity to radiation and poison. However, you require a recharge every 72 hours (One sparkle battery, 20 MFCs, or abundant power source), or you shut down, you can not be healed with potions and instead require extensive downtime to repair damage and crippled limbs, along with a mechanic and spare parts. You gain +10 DT due to metal hide, and are treated as a robot for purposes of Anti-Matrix damage. Should you be shut down with anti-matrix damage, you may be rebooted with a pipbuck, power armor, or some other device with the proper spell matrix. You may integrate talismans from other machines with a successful Mechanics 100 and Science 100 check.
- 75: “Insert Name” SMASH: They won’t like you when you are angry. A pity you are always angry. You become huge, green (or grey), warty, a bit dumb, a LOT stronger, and a whole lot fucking uglier. +2 Str, Large Frame (Or Size 1 if large framed) -2 Int, -2 Cha, +20% rad resistance. In combat after taking damage for the first time, roll Cha or go berserk, attacking the closest target, allies included, You may roll Cha every round to calm down.
- 76 Cyclop: You have ONE BIG EYE! Just one, in the middle of your face. You no longer have depth perception, and suffer -2 perception on sight and -15 to all ranged attacks outside of short range. HOWEVER, you gain the LASER EYES mutation as well.
- 77 Leper: Your flesh is falling off. Every time an enemy makes a critical attack, roll endurance. If you fail, you lose 5 HP permanently, reversible only by Regeneration spell at Expert or a Kiss of the Phoenix potion. However, your sense of pain is dead, and anything that causes pain has no effect, and you gain+20 Stun DT.
- 78 Mourning Wood. There must have been some Killing Joke in there, because you are now a tree, kinda. Your skin is now bark, your mane is now leaves, and your blood is sap. Every day you do without drinking at least 2 units of water, fire damage is doubled against you (X2, X4, X8), and when you die, you will root into the ground and remain there as a tree. However, because your blood is sap, you only take half bleed damage, and your leaves let you produce food from sunlight. So long as you spend the majority of the day outside, your natural healing rate is doubled. Also, if you drink 4 units of water every day, fire damage is reduced by ¼ per day to a minimum of ¼ damage. This resistance is lowered by ¼ every day you go without drinking extra water.
- 79 Living Shadow: You are now a living shadow. You gain Touched By Luna, and can not naturally heal in well lit areas. You take 5 damage a turn when exposed to bright light (Anything that would apply the dazzled effect), flashbangs hurt you like a frag grenade, and all laser MEWS do +2d10 damage. However, you gain the Ghost Perk, and +15 to sneak.
- 80 Ooze: You are now a goo pony. Your movement is halved when not in armor, you can not wear any armor that is not environmentally sealed, your strength is reduced by half, and you automatically lose a limb should it gets crippled. You regrow lost limbs in one week, or instantly if you drink 10 units of water. Removing your head is not instant death, but you are blind until your head regrows. However, you have no default form, and can fit through nearly any small space, given time. You may engulf enemies with a successful pin check, dealing 10 damage a turn, and forcing them to choke on your gooey form.
- 81-90: Baleful Mutation: These suck, giving nothing and taking a lot.
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- 81: Tongue Twister. Your tongue is a writhing mass of tentacles now. -20 to all speech and barter checks, -1 Cha, and -1 Disposition. However, the penalty becomes +20 if the PC performs it in the form of a tongue twister.
- 82: Withered Limb: DM rolls a hit location: This limb is always considered crippled. Any effects that restores a crippled limb causes this limb to return to normal for one hour, after which it is crippled once again
- 83 I see you: You are semi transparent. -2 Charisma and +5% enemy crit strike against you, as they can clearly see your vital organs. -1 Disposition if you do not actively conceal your body and face.
- 84: Death’s head. You are partially ghouled. Your skull loses all skin and your eyes turn into baleful glowing pits. You are treated as a ghoul for disposition penalties, with none of the upsides.
- 85: Baldy: You go bald and lose all hair and feathers. -1 Charisma, -3 End against any form of exposure (Heat, cold, rain), -20% Elemental Resistance, -10% Rad Resistance Lose 1 rank of flight if you are a flier
- 86: Derpy’s “Blessing” You are now wall eyed! Double all range penalties, -1 Perception, and -10 Speech/Barter since ponies find it harder to take you serious.
- 87: Gills: You can breath underwater! However, you can not breath air very well. You are at -3 Endurance, unless you take a breath of water (One unit). You remove the penalty for Endx10 minutes.
- 88: Bloodthirst: Maim. Kill. Burn. Tear them limb from limb. You have a psychological addiction to bloodshed. Roll Charisma whenever you have a chance to spill blood to avoid taking the most gorey option possible. You can not retreat from combat without a critical success on a charisma check.
- 89: Arcane Anger: For some reason, you are a divining rod for magic. Any magical spell cast within 10 meters of you will target you if possible.
- 90: Rad Allergy: You can not eat irradiated food or water. Doing so makes you violently sick.
- 91-100: Horrible mutation. Oh… You poor thing… Death would have been a mercy...
- 91: Sleipnir's revenge!: you now have 8 legs! but instead of making you speedy! they just get underhoof and make it harder to walk -4 to move, -2 to Agility, -10 AP Armor must be be custom MADE, not fitted.
- 92: Parched: You THIRST, and never stop thirsting. You dehydrate just as swiftly as any other pony, but you are addicted to water, and suffer -1 End, -1 Per, -1 Str every 4 hours you go without drinking some water, up to -3.
- 93: … And a nice Chianti: You HAVE to eat the flesh of sentients to survive. No other food will suffice, and you will just vomit it back up should you try. Due to the nature of this mutation, you do not lose karma for eating the flesh of enemies who attempt to KILL you in combat. If you initiate this combat, you still suffer karma penalties.
- 94: Lode Stone: Metal and Magic is drawn to you. Firearms, MEW, and Magical attacks are naturally drawn to you, giving them +15 to hit +5 critical strike chance, and plus 2d10 damage.. It costs an extra 10 AP to draw metallic items, since you need to pull them off your body. Luckily, metallic objects on the ground will spring into your mouth or hands, cutting retrieval costs in half.
- 95 Twisted Abomination: -4 to Intelligence and Charisma, as you are twisted and warped into a horrib
- le form. If you are reduced to 0 in either, you are driven insane and are no longer a PC. Should they survive this process, they gain 4 monster perks at half their level (A level 10 PC gets level 5 or below, etc). For Threat levels, PCs count as Orange.
- 96: Bad Trip: You are perpetually hallucinating. -3 to Perception and ANY passed Perception check needs to be followed by a successful intelligence check to realize it’s not a hallucination. In combat, you must make a successful Intelligence check to successful hit a target FOR THE FIRST TIME in combat. On a fail, you miss and hit a hallucination.
- 97: Plague Bearer: You are full of virulent disease, and spread them freely. You are barred from entering any settlement should your condition be known, and will spread them to anyone that you touch. Exact effects of these diseases are left to the DM. Environmentally sealed armor prevents transmission, it’s best you find a set.
- 98: Skinned: You have no skin! Any attack automatically applies bleeding to you, and you are treated as a ghoul. Lose all natural DT, since you ain’t got no hide to be tough.
- 99: Changer of Ways: Your body is warped and twisted beyond imagining, resulting in a hodgepodge of species all meshed together. As Twisted Abomination, but if you do not go insane, your intelligence is instead increased to 10, but your karma score can never go above 0. You have the terrible urge to yell Just as Planned, and an uncontrollable urge to meddle in the affairs of others. Roll Charisma to not meddle.
- 100: THIS GUNNA BE GOOD! Whatever the DM wants to happen, happens. End of story. Have fun DM.
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