Monstrous Growth


Having a particularly chaotic reaction to FEV exposure, your body ripples and contorts as newly formed limbs burst forth from random areas of your body. Sometimes these limbs are functioning, other times they fail to fuse to the nervous system and hang like dead weight from the body.

Roll 1d4 to determine how many new limbs your body produces, and a random hit die to determine where. Arms grow above the waist, while legs grow below. On a 'head' result a new head begins to form just above the neck. Now roll 1cd per new appendage.

On a blank result this limb is attached to your circulatory system but not to your nerves, meaning it is completely unusable. Lower Agility by one for each limb grown this way and subtract 10 lbs from your maximum carry capacity.

On a damage result, a limited nervous system has been connected, but lacks finer movements and control. For each limb grown this way, lower Agility by one but raise Endurance by one in contrast. If this appendage is an arm, you may also take an extra minor action each turn, (that cannot be used for movement), or increase your carry capacity by 25 lbs if this extra limb is a leg. In the event a head is partially formed, it may be used for simple tasks such as eating or drinking, allowing you to remain alert and watchful or otherwise free to concentrate on another task.

On an effect result, a fully formed appendage is formed and is tied directly into your nervous, circulatory, and musculature systems, each raising Endurance by 1 point. if this appendage is an arm, increase Strength by 1 and you may take an additional major action each turn, (that cannot be used for movement), if your result is a leg increase your Agility by 1 and raise carry capacity by 50 lbs, and finally, if it is a new head, raise Perception and Intelligence by 1 as a new pair of eyes and a second brain help keep you one step ahead.

No matter how these mutations are formed, raise all future Charisma Difficulties by 2. Even those not offended by these abnormalities will likely still take advantage of your situation as mutants of your caliber are shunned from many settlements operating off superstitions and fear. Regardless of how the appendages are formed, raise HP by two for each limb gained this way. Attributes can be raised above 10 if increased by this mutation.


Treatment



  • Surgery- A Medicine check Difficulty 3 can be made to remove limbs; however, any Complications can easily kill the patient as the body perceives these new appendages the same way it does the arms and legs you were born with. Each attempt requires two doses of Radaway and a Super Stimpack. You may substitute two regular Stimpacks in place of the Super Stimpack but must also increase the Complication Range by two as well.


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