Nervous System Mutations
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Second Sense
The afflicted gains an extra sense to detect danger and other abilities
Benefit – You gain the ability to sense when people are close to you, when you’re being looked at, or when danger is imminent.
Downside – This ability may randomly trigger at certain times or refuse to trigger at other times.
Tremorsensing
The afflicted gains the ability to detect various minor movements in the ground around them.
Benefit – You can detect all movements up to 50m away. You may turn off this ability as you’d like. It costs 0 TP to turn it back on.
Downside – When a large cluster of movement occurs on or in the ground while you’re detecting it, you are dazed until the movements stop.
Increased Instincts
The afflicteds senses are increased as their instincts are more honed, their neural pathways are more optimised.
Benefit – Once per encounter (or once per hour), you may use fortune on yourself for no MP or TP cost.
Downside – Once using this ability, the GM gets the option to use fortune as if it were affected by swap on your character (meaning you take the lowest roll).
Enhanced Tactile Sense
The afflicted gains an enhanced tactile feeling of various items on their hands
Benefit – You immediately identify every item upon touching it, you know all of its traits or abilities
Downside – If the item was cursed, or had any effects on it, it immediately binds to you.
Unconscious Control
The afflicted gains some control of their body when unconscious.
Benefit – When knocked unconscious, you gain the ability to move your body around, you can attack at a -80% chance to hit, and perform menial tasks while doing so. You’re treated as blind while in this state, and cannot read.
Downside – When using this method, you are tired upon waking up, if you used this ability while resting, you do not receive this downside, but instead remain dazed for 1 hour after waking up.
Dulled Nerves
The afflicteds nerves are dulled and are immune to certain stimuli
Benefit – +20% on all Resistance, Composure, Rationale, Morale, and Confidence actions. You become immune to fear
Downside – -20% on all Quick-Thinking, Dodge, Balance, Bodyguard and Empath actions, All illusory abilities automatically succeed against you.