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D&D 5th Edition - Mutations and Powers

In the off chance that exposure to harmful elements doesn't seriously corrupt or kill your character,
there is also a chance to gain some useful mutations as well. Here is a list of concepts and ideas I'm
running with for a more science-fantasy inspired game. Below are some examples of character
mutations. By all means, if these do not suite you, swap them out with your own ideas.

Gaining Mutations

Mutations are caused when the player is exposed to extraordinary conditions! Perhaps they come into
contact with a mutagenic chemical or potion? Perhaps they've been dwelling in a contaminated area
without protection for too long? Maybe they're the victim of dark powers at work? No matter the
cause, they have been forever changed.

Minor Mutations, Major Mutations & Mutation Points

Under normal circumstances, you can gain a new mutation after obtaining defects and drawbacks.
Major mutations gain more drawbacks than minor mutations do. If something gives you points for
mutations, you can subtract from the total mutation cost. If you roll random, your mutations and defect
scores must balance each other out. If one has a couple points above the other, give the other side the
right amount to balance it out via an extra mutation or defect. However, some class abilities and feats
give you bonus points for mutations, sometimes with a specific mutation in mind.

P = Point Value

Mutations List (D100 Roll for random)

(1 - 12) Ability Boost *2P - You gain a permanent +2 to one ability score, you must reroll an ability score
that is already 18 or higher. (MAJOR ONLY *4P - Roll twice, take both results) Choose one of the
following or roll a d6 to choose:

 Strength (1 - 2)
 Dexterity(3 - 4)
 Constitution (5 - 6)
 Intelligence (7 - 8)
 Wisdom (9 - 10)
 Charisma (11 - 12)

(13 - 24) Natural Weaponry *2P - You gain use of a natural weapon, as per the Natural Weapon Training
feat. (MAJOR ONLY *4- You also gain the bonus effects as per the Natural Weapon Mastery feat for that
weapon.) You can obtain this mutation multiple times for a different weapon. Roll a d6 to see what
weapon you gain:

1. Bite (13 - 14)


2. Claw/Talon (can use off-hand as well) (15 - 16)
3. Slam/Tail (17 - 18)
4. Gore (19 - 20)
5. Stinger (21 - 22)
6. Tentacles (can use off-hand as well) (23 - 24)

(25 -26) Many Arms *3P - You sprout two extra arms, they aren't as strong as your original arms though.
Or maybe you have tons of Slenderman Tentacles now! Because, that's cool too. You can wield a light
one-handed weapon and use it as an off-hand attack. Alternatively, you can hold another light shield or
any light item that isn't very heavy. In addition, you can use the extra hands for the Monk's Martial Arts
ability while they are free. (MAJOR ONLY *6- Your new arms work just as well as your originals. Treat
these new arms as you would your regular arms. You also gain advantage on Athletics checks. Targets
grappled by you gain disadvantage on their save.)

(27 - 28) Healing Surge *3P - You have an uncanny ability to heal your wounds at a rapid rate. You can
use a bonus action regain hit points equal to 1 of your hit dice, without actually spending that hit die.
You must wait until you take a long rest before using this ability again. (MAJOR ONLY *5 - You gain the
Fighter's Second Wind ability, which works as written in the PHB. However, if your Hit Die is a D12, treat
the roll as a D12 instead.) *NOTE: This ability was made with the assumption that the Second Wind
ability has been modified to NOT have ingrained self-healing. However, this mutation can stack in use
with Second Wind with rules as written.

(29 - 30) Innate Powers *1P - Your connection to psionic power grants you the ability to manifest a
boon. Gain 1 cantrip of choice as a powerful mental ability. (MAJOR ONLY *4P - Gain the benefits of the
Magic Initiate feat too.)

(31 - 42) Keen Senses *1P - Your senses become fine tuned in one way or another. You may roll to see
which benefit you receive. (MAJOR ONLY *4P - Instead of rolling a d6, you gain all of these traits.) For
the Minor ability, Roll a d6:

1. Keen Hearing - You gain advantage on checks involving hearing (Perception, typically.) (31-32)
2. Keen Vision - You gain advantage on checks involving sight (Perception, typically.) (33 - 34)
3. Keen Smell - You gain advantage on checks involving smell (Perception, typically.) (35 - 36)
4. Keen Taste - You gain advantage on checks involving taste or checks related to consumption of
food (Likely Nature or Medicine checks to identify if something is safe to eat.) (37 - 38)
5. Keen Touch - You gain advantage on Sleight of Hand checks, as well as tools checks involving fine
motor skills (like disarming a trap or picking a lock.) (39 - 40)
6. Reroll. (This ability does not grant a "sixth sense") (41 - 42)

(43 - 44) Sixth Sense *3P - You have an uncanny knack for detecting intelligence life (or sometimes,
"unlife"). This includes creatures you cannot see or do not currently acknowledge the existence of. This
ability also phases through walls. As an action, you can sense creatures living and dead within 120 ft. of
you. You do not know their location, but you can detect a vague general vicinity (which direction they
are and if they're close.) You can use this ability as many times as your charisma modifier. Afterwards,
you must complete a long rest.
(45 - 46) Houdini *4P - You gain the ability the ability to jump between reality in an instant. This
functions like the Misty Step ability and works once every short rest (or long rest). (MAJOR ONLY *6P -
After using this ability regularly, you gain the ability to use Houdini at-will as a movement instead. Also,
elemental blast costs *1P less, including major.)

(47 - 48) Elemental Blast *3P - You can conjure fire from your fingertips, freeze enemies and shatter
them into a million pieces, and more! As an ranged attack action (using a mental stat of choice for
attack rolls), you can target any enemy within 60 ft. of you (or beyond to 120 ft. with disadvantage). This
attack deals 3d4 elemental damage of choice. As you level up, this attack becomes stronger; 3d6 at level
6, 3d8 at level 12, and 3d10 at level 18. (MAJOR ONLY *6P - You can elect to use this ability as an
offhand attack as well.)

(49 - 50) Eyeballs Everywhere *2P - You have an eyeball in the back of your brain! And all around your
head! You have Advantage on Perception and Insight (body movement, expression) with sight when
focusing on one target, you can also see in a 360 view. (MAJOR ONLY *4P - You cannot be surprised, you
can also perceive/insight with advantage on multiple things at once.)

(51 - 52) Runner *2P - +10 ft. movement (MAJOR ONLY *3P - Using the dash action does triple
movement for you instead of twice when on all fours or other bestial modes of travel.)

(53 - 54) Wings *3P - You may glide downwards around for 10 feet when falling. You also gain resistance
on damage when you fall from heights. (MAJOR ONLY *5P - You gain a flying speed equal to your land
speed.)

(55 - 56) Dragon's Breath *2P - You may use Dragon's Breath as per the Dragonborn/Draconic racial
ability (MAJOR ONLY *5P - You may use Dragon's Breath as per the Half-Dragon entry in the Monster
Manual; However, its use is limited by Con Modifier *min 1* times per long rest.)

(57 - 58) Temporal Shift *3P - You can slightly alter time around you. You gain an extra action on your
turn. You must take a short or long rest before using this ability again without negative repercussions.
Attempting this again during another round will require a Wisdom check of 12. If you succeed, you may
use Temporal Shift again. If you fail, you cannot use it till you take your rest. Either way, you gain 1 level
of exhaustion for exasperating your ability. (MAJOR ONLY *6 - Instead, after any other character has
completed their turn, you can use your reaction to take a second turn. You gain 1 level of exhaustion
each time you do this.)

(59 - 60) Elemental Resistance *2 - You've fortified yourself against an elemental power. Choose one of
the following elements: Acid, Force, Poison, Lightning, Thunder, Fire, Cold, Radiant, Necrotic (MAJOR
ONLY *5 - Gain immunity instead)

(61 - 62) Psionic Blast *3P - At-Will Force attack; 80 ft./160 ft.; starts at d4 Force damage; Choose either
Int, Wis or Chr for attack and damage bonus. (MAJOR ONLY *5P - Increase damage to d6. At level 6,
bump up damage to d8, d10 at level 12, d12 at level 18.)
(63 - 64) Telepath *2P - You add Telepathy to your languages. You can telepathically speak any language
you know to and with a creature within 60 ft. of you. (Major Only *4P - Extend your reach to 120 ft.
Also, you can mimic sounds via Ghost Sound/Minor Illusion when using telepathy at-will.)

(65 - 66) Dark Vision *2P - You see up to 60 ft. in dim light as if it were bright light and darkness as if it
were dim light.

(67 - 68) Echolocation *3P - You gain Blindsight out 60 ft., it does not work if you are deafened or
silenced.

(69 - 70) Psychic Linguist *3P - You've become a master of language. Comprehend Language can be
used at-will as an action; Upon reaching level 8, you gain Tongues, which can be used at-will as an action
as well.

(71 - 72) Growth *4P - You grow one size. You can dual wield heavy weapons. In addition, you can hold
a two-handed weapon in one hand (You cannot duel wield another two-handed weapon.) You gain a +2
bonus to strength (maximum 20). You cannot select Shrinking. Also, armor must be custom made for
you at twice the price, however you might get away with armor made for another race.

(73 - 74) Shrinking *4P - You shrink one size. You cannot shrink any size past Tiny size. You gain a +2
bonus to dexterity, but cannot wield heavy weapons . You may use Stealth to hide behind creatures
larger than you; you're also trained in Acrobatics and Stealth if you weren't already. You gain a +2 bonus
to dexterity (maximum 20). Allies can easily carry you without strain for a long period of time. You
cannot select this is you have Growth. Also, armor must be custom made for you at twice the price,
however you might get away with armor made for another race.

(75 - 76) Natural Armor *3P- A furry hide, set of scales, or exoskeleton protects you to a greater extent.
You gain a +2 bonus to AC that is always a part of you. (MAJOR ONLY *5P - In addition, you gain a
resistance to Bludgeoning/Slashing/Piercing damage equal to your constitution modifier)

(77 - 84) Element Infused Body *4P - Whenever a creature attacks you with a melee or ranged attack
with 10 ft. of you, they must make a Dexterity saving throw equal to (8 + Your Proficiency Bonus +
Constitution mod) or take 1d4 (chosen type) damage. You must choose your element upon gaining this
mutation. In addition, each element grants a special effect:

 Flame (Fire) - They must save again or drop their weapon and take an extra 1 fire damage (77 -
78)
 Earth (Acid) - They gain disadvantage on all attack rolls with that weapon (79 - 80)
 Water (Cold) - They cannot take any reactions until the end of their next round; Their speed is
also reduced by 10 ft. until the end of their next round. (81 - 82)
 Air (Lightning) - They are Incapacitated for 1 round. If they are wearing metal armor, they are
Paralyzed for 1 round instead. (83 - 84)

You gain use of this ability equal to your Constitution modifier before needing to take a long rest.
(85 - 86) Invulnerable Body *4P - You are immune to Poison damage and the Poisoned condition. You
do not suffer the effects of Exhaustion, ever. (MAJOR ONLY *6P - In addition, you don't need to eat,
drink, sleep, or breath. You are truly post-human.)

(87 - 88) Attractive *2P - You are more appealing, but not as threatening. You gain advantage against
Animal Handling checks, as well as all Charisma checks (except Intimidate; which you have disadvantage
on.) However, you are likely to receive special treatment from markets, including possible discounts.
(MAJOR ONLY *3P - You have advantage on Intimidate as well, rather than disadvantage.)

(89 - 90) Fear Aura *2P - 20 ft. aura, causes creatures (not including allies) that step inside of it to
become frightened for 1 round if they fail a Wisdom save (Wis Mod + 8 + Prof Bonus)

(91 - 92) Poison Spit *3P - You can use a bonus action to try to spit disgusting goo in your opponent's
eyes as a ranged attack. The range is 20 ft./40 ft. After hitting with a ranged attack (using dexterity for
attack), the opponent takes 1d4 acid damage + Constitution modifier poison damage. They must
succeed a saving throw (8 + Con Mod + Prof) or be blinded for 1d4 rounds. You must take a short rest
before doing this attack again.

(93 - 94) Psionic Shield *3P - As a bonus action, conjure a shield of psychic energy. You gain a resistance
of 3 to bludgeoning, slashing, and piercing damage; as well as force damage. This lasts for as many
rounds as your intelligence modifier (Min 1). You must take a short rest before using it again.

(95 - 96) Radioactive *4P - Your body emits radiation. Any creature who approaches you within 10 ft.
range must succeed a Constitution check (8 + Prof + Con mod) or take 2d6 radiation damage (radiant
and necrotic damage). This applies to allies who do not have protection against radiation. Once per
short rest, you can cause an enemy to suffer radiation poisoning; their maximum hit points are drained
by 1d6 until cured of radiation poisong. (MAJOR ONLY *6P - Your aura expands to 20 ft. Also, any
creature who fails their Con save is also drained 1d10 maximum hit points until cured of radiation
poisoning. The second ability does not require a short rest and happens every time the target fails their
save.)

(97 - 98) Resilient *1P - Every time you gain this mutation, you are trained in a stat saving throw of
choice.

(99 - 00) X-Ray Vision *4P - Take a look at and through whatever you want, a novelty for all! As an
action, you can activate X-Ray vision out 20 ft. You can see through up to1 inch of metal or composite
alloy, 1 ft. of brick or rock, or up to 3 feet through wood, dirt or plaster/cement. You must concentrate
if using this for more than 1 round. You may use this for up to 1 minute before you are required to take
a short rest or long rest to use it again.
DRAWBACKS (D100 Roll for random) -

(1 - 12) Ability Decay *2P - You gain a permanent -2 to one ability score, you cannot affect an ability
score that is already 4 or lower. Choose one of the following or roll a d6 to choose:

1. Strength (1 - 2)
2. Dexterity (3 - 4)
3. Constitution (5 - 6)
4. Intelligence (7 - 8)
5. Wisdom (9 - 10)
6. Charisma (11 - 12)

(13 - 14) BSOD *4P - Whenever you encounter something that would require a fear roll, a horror roll, or
are targeted by a mind-affecting spell; you are also paralyzed if you fail the roll. You must save v
paralysis (equal to original effect's save) to break the effect.

(15 - 16) Useless Limb *4P - One of your limbs are totally useless. Choose either an arm of leg; your arm
results in not being able to equip 2H weapons as well as not being able to equip anything (such as
shields) in the dead arm nor are you able to treat it as a "free/open hand" (for items), your leg results in
your speed cut in half, it also takes an action to stand up after being knocked prone.

(17 - 18) Grotesque *2P- You are absolutely disgusting, your form distorts and warps into something
truly horrifying. You have disadvantage on Animal Handling checks as well as all Charisma checks
(except for Intimidate; which you have advantage on). Others will assume you're always up to no good
(hence disadvantage on deception). Merchants might charge you more or reject to serve you.

(19 - 20) Ridiculously Rotund *3P - You count as a large creature, but gain no benefits. Your speed is
always reduced by 10 ft. At the end of an encounter, you must make a Constitution save of 14 or take
one level of exhaustion. However, you can slam attack for 1d6 bludgeoning damage rather than use a
weapon.

(21 - 22) Warped Speech *3P - You have trouble speaking with others; sometimes you'll speak
backwards and sometimes you'll speak absolute gibberish. You must roll a Charisma saving throw when
you try to speak equal to DC 15. If you fail, your speech will sound like garbled nonsense. You must
make this save before doing Charisma skill checks.

(23 - 24) Thin as a Skeleton *3P - You are skeletal in frame. Physical damage against you is increased by
one die tier (i.e. 1d6 > 1d8), as a part of your brittle state. You also have trouble when fighting off health
related issues, imposing disadvantage on Constitution saving throws. However, you gain advantage
against saving against grapple checks.

(25 - 26) Fused Fingers *3P - Your fingers fuse together into "lobster-like" hands. Using weaponry
becomes harder, imposing disadvantage on all attack rolls. You cannot use weapons with a triggers like
crossbows or firearms.
(27 - 28) Pin head *4P - Your head shrinks slightly and puts pressure on your brain; causing the victim to
suffer effects similar to microcephaly. You lose 2 points of Intelligence, Wisdom, and Charisma
immediately and have a small head shape.

(29 - 30) Unstable Shape *5P - When you take damage greater than 10 in one hit, make a Constitution
saving throw (their proficiency + their strength/dexterity + 8) or fall into an amorphous blob. You are
Paralyzed until you succeed save as an action.

(31 - 32) Living Dead *4P - You look like a zombie and smell like one too. You always suffer third level of
exhaustion and you look pretty hideous too. When you use a Charisma check, enemies always have
advantage in an attempt to counter your attempt. You gain proficiency to the Intimidate skill.

(33 - 34) Easy to Pick out *1P - You have a strange skin color. It takes twice as long to disguise yourself,
otherwise you have disadvantage on the check. You also have disadvantage on any Dexterity (Stealth)
check to hide within a crowd. Creatures gain advantage on checks to find you.

(35 - 36) Enraging Presence *3P - Your presence angers those around you. In combat, you will always be
a choice target among foes whenever you are a convenient target. Furthermore, targets that dislike you
must make a Wisdom saving throw (8 + their proficiency + Wisdom modifier) or become hostile toward
you immediately. Those who succeed don't have to roll for another 24 hours.

(37 - 38) Blind *3P - You cannot see. You have the blinded condition active at all times and cannot lose it
unless you are given magical or technological means of sight. You cannot select this mutation if you
have Dark vision.

(39 - 40) Slowpoke *2P - Reduce all of your speed stats by 10 feet. Alternatively, reduce just your land
speed by 20 feet.

(41 - 42) Dead Sinuses *1P - Your sinuses are bust-o! You cannot use sense to smell and your taste buds
are shot too! You cannot use sense to taste either. You cannot take this if you have Keen Smell or Keen
Taste.

(43 - 44) Deep Wounds *4P - Every time you're hit by an attack, take 1d4 extra points of damage.

(45 - 46) Mute *3P - You've lost the ability to speak. This functions as if you were affected by the Silence
spell, except this is constant. You cannot cast any spells that require a verbal component. You cannot
speak.

(47 - 48) Deaf *3P - You cannot hear. You have the deafened condition active at all times and cannot
lose it unless you are given magical or technological means of hearing. You cannot select this mutation
if you have Echolocation.

(49 - 50) Forcefully Evolved Mutant *4P - In addition to some brutal disfigurements, you are completely
infertile. It is likely that other mutants like you will cease to exist after all of you die. Furthermore, your
mind has become numb to the effects of the mutagenic source; thus making you an easier target against
various mental powers. You gain disadvantage on all Charisma, Intelligence, and Wisdom saving throws.
Your mind has also been impaired by your drastic mutation, reduce your mental stats (being Int, Wis,
and Chr) by 2 points each. However, you gain a +2 bonus to all physical attributes, with a maximum of
20 (to Str, Dex, and Con). You may also gain the benefits of the Growth mutation, if you obtain the
Grotesque and Easy to Pick drawbacks.

(51 - 52) Healing Defiance *5P - Healing based psionics and magic have no effect on you. You must be
healed through natural means. Furthermore, healing potions and super-science means of healing are
half as effective as usual.

(53 - 54) Ghostly Image *3P - You have unstable telepathic projections. At least once per short rest, you
randomly create an illusion based on an intense emotion or memory as a free action. The illusion has
both an image as well as sounds to accompany it. You are affected by this image as well and have
disadvantage on the saving throw. Use your spellcasting stat for spell stat and saving throw.

(55 - 56) Telekinetic Magnetism *3P - When you try to perceive an environment, you accidently take in a
little more than the view. Whenever you roll perception, insight, or investigation (to seek something);
you must also roll a charisma saving throw of 12. If you fail, a random object (of DM's discretion) will fly
toward you as a basic ranged attack with +3 bonus; dealing d6+3 damage (depending on object) on hit.
(The DM can see if the object is damaged or destroyed.)

(57 - 58) Weak Immune System *3P - Your fortitude against infections and other afflictions is poor. You
gain Disadvantage on all checks related to diseases, poisons and curses.

(59 - 60) Weak Body *4P - You have trouble sustaining damage. You gain Disadvantage on all Death
Saving throws.

(61 - 62) Fearful *2P - Your mental defense against fear and outside influence has diminished. Gain
disadvantage on all fear or related mind-affecting abilities and spells.

(63 - 64) Sweat Gland Overload *3P - You sweat and cry profusely, making it hard to keep water in your
system. You must drink twice as much water as a "normal person". Plus, you're a lot harder to
approach by "normal people", imposing disadvantage on all Charisma rolls if you don't clean yourself at
least once every short rest or long rest.

(65 - 66) Rose Tinted Glasses *4P - Whenever you encounter an area that is familiar, you get lost in
nostalgia. Any place you have a historical knowledge of (history ranging from a couple of years ago to
your childhood to actual historical), you must make a Wisdom saving throw (DC 14) or become Charmed
by the environment. You become transfixed by the familiar environment and will continue to be so until
someone tries to snap you out of it (causing another saving throw.)

(67 - 68) Bloodlust - *1P If you do not kill a creature and perform some ritual involved with it (eat raw
flesh, drink blood, etc) within a 24 hour period, you have disadvantage on all skill checks, saving throws,
and other abilities. However, you do not have disadvantage on attack rolls. You cannot knock a
creature out or deal non-lethal damage while in this state. Killing a creature and performing the ritual
ends this effect. If the ritual does not require murder (like drinking blood) and are not in a bloodlust
state, you can receive help from a willing ally.

(69 - 70) Bad Back *4P - Somehow, it became easier for you to throw out your back. When you equip or
remove a piece of equipment, if your current inventory weight is over 10 x your Strength modifier
(Minimum is always 10 lbs.), you must roll a strength save equal to (8 + Your Strength Modifier + Your
Proficiency Bonus) or strain yourself. While strained, you have disadvantage on attack rolls and physical
based skills.

(71 - 72) Flammable *5P - Your sweat is sticky and smells like tar. It takes an easy nature or perception
check to detect that you smell like oil. In addition, you are vulnerable against fire damage. When you
hit with fire damage, you must make a Dexterity saving throw of 15 to put out the fire as a reaction. If
you fail, you take 1d4 fire damage (with vulnerability included) until you save. You can make
subsequent saves as a bonus action.

(73 - 74) Cold Blood *5P - Like reptiles, you cannot stand cold temperatures. You are vulnerable against
cold damage. When you are hit by cold damage, you must take a reaction to make a Dexterity saving
throw of 15. If you fail, you are slowed by half of your movement and have disadvantage on all attack
rolls and physical based skills for duration of the fight or encounter. You can make subsequent saves as
a bonus action.

(75 - 76) Feeble Mind *5P - Your ability to handle damage to the mind is greatly reduced. You are
vulnerable to psychic damage. In addition, when hit with psychic damage, make a Wisdom saving throw
of 15. If you fail, you become frightened until you are safely away from the cause of your damage. You
cannot attack anything until you are either 60 ft. from their line of sight or in a different room.

(77 - 78) Lightning Rod *5P - Whether it's metal plating or something else, electricity is attracted to you.
You are vulnerable against lightning or thunder damage. In addition, when hit with these damage types,
you cannot take reactions as well as being slowed for 1 round.

(79 - 80) Weak Skin, Weak Body *5P - Your body has no defense against acidic or poisonous compounds.
You are vulnerable against acid and poison damage. In addition, when you are hit by these damage
types, you must make a Constitution save of 12 or fall prone and become paralyzed until you save.

(81 - 82) Bad Phobia *4P - When exposed to a fear inducing effect or personal anxiety source, you gain
disadvantage against saves.

(83 - 84) Serious Phobia *6P - Like the above, except you automatically fail those saves.

(85 - 86) Prone Psychosis *5P - Whenever you encounter something irritating, it enrages you. Whenever
you fail a check, fail an attack roll, face defeat, or something potentially damaging to your ego; it sends
you into an angry fit. You must succeed an intelligence save of 15 or attack the nearest thing in sight.
You must save each round until calm. Allies can roll Charisma checks (DC 20) to try to calm the target
down as well. If the target is was already unfriendly toward them before the rage, the check will fail.
( 87 - 88) Messed Up Skin *4P - Festering sores, red puffiness, and more nasty things can be very
distracting. When you equip armor, lose your Dex bonus to AC. Also, gain disadvantage on any rolls
involving Strength or Dexterity.

(89 - 90) Rapid Aging *1P - You are aging twice as fast as normal.

(91 - 92) Light Weakness *2P - Gain disadvantage to Perception checks and Attack rolls when in direct
light.

(93 - 94) Insomniac *3P - Whenever you take any rest, make a Constitution saving throw of 12. If you
fail, you do not gain the benefits of that rest. Furthermore, on a long rest, you instead gain a level of
exhaustion.

(95 - 96) Light Dependency *3P - Similar to Light Weakness, but this applies when light is absent instead.
It must be natural light as well.

(97) Sweet Madness *3P - (This only applies if you're using the rules for madness, otherwise reroll. If
using the rules for Honor, use as the below option instead.)

(98) No Honor *3P - (This only applies if you're using the rules for honor, otherwise reroll. If using the
rules for Sanity, use as the above option instead.)

(99 - 100) Roll Twice! - That's right, you get two defects instead.

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