Ability Degradation

Ability Degradation is a catch-all term for a mutation that negatively affects one of the character’s abilities.   Type: Minor negative.   Effect: When the character receives this mutation, roll 1d6 to randomly determine which one of her abilities is affected. The exact effects depend on the ability in question, as follows. Roll 1d6. Assign the mutation to the following ability: 1, Strength; 2, Dexterity; 3, Constitution; 4, Intelligence; 5, Wisdom; 6, Charisma. If the character already has this mutation and the roll for the new result indicates a currently modified ability, the player may choose to add another level of mutation to that ability, or to modify the roll by +/-1 and apply the level of mutation to the other ability instead.   Strength: The subject’s muscles waste away and lose strength. The target’s Strength score decreases by -1.   Dexterity: Neural pathways degrade and wither away, causing the subject’s reflexes and hand-eye coordination to suffer. The subject’s Dexterity decreases by -1. Also, if the subject mutates in this fashion twice, he speed decreases by 5 ft.   Constitution: The mutation causes the subject’s body to become weaker and more susceptible to harm. The subject appears slightly thinner and paler than before. Light hair loss, annoying but harmless skin conditions, and other similar side effects are common. The subject’s Constitution score decreases by -1.   Intelligence: The subject’s intelligence becomes dulled as his brain structure warps and degrades into a less-efficient form. The subject’s Intelligence decreases by -1. Note that if the subject’s Intelligence become lower than 3, he loses the ability to form coherent thoughts and becomes little more than an animal, though he may still retain some understanding of the social relationships he used to entertain. Feelings of affection and loyalty (or fear and hatred) tend to remain, as well as certain skills, such as the ability to use simple mêlée weapons. Whether a subject thus mutated retains skills, tendencies, affiliations, or other qualities is up to the GM, but PCs reduced to this level should probably be placed under GM control. The change in Intelligence affects the number of skill ranks available, and retroactively loses skill rank previously gained.   Wisdom: In the subject’s brain, highly localized areas are twisted and consumed by mutation, causing the subject to become less adept at understanding her surroundings. The subject’s Wisdom decreases by -1. If the subject tries to remember something she should know but doesn’t ordinarily think about on a regular basis (the name of a childhood friend or the exact layout of the home village left behind months ago, for example), she must make a Will save against DC 5. If she suffers this mutation multiple times, the DC is increased by +5 every time. Note that information or skills vital to the character’s survival, or encountered or practised on a regular basis—how to fight, names of friends, often used security procedures, etc.—remain unaffected.   Charisma: Minute changes in brain chemistry lead to the emergence of a new personality—and unfortunately, it is less pleasant than the original. While the subject retains all memories, opinions, allegiances, and other relevant features of his old personality, he simply no longer possesses the social skills he used to—he becomes less suave, his self-confidence appears to be lacking, and presenting his views and thoughts is no longer as simple as it used to be. Quite simply, his potential for diplomacy or pleasant conversation is significantly reduced. The subject’s Charisma decreases by -1, and the player should roleplay out the change in personality towards a less pleasant type.   Biotech: No.


Cover image: Trash Planet by nkabuto