Feral mind

- You grow closer to ancestors, channeling their knowledge - but you just can’t help yourself sometimes.
- Minus 10 to Addiction and disease rolls. Addiction must be rolled after an addictive chem use or after a drinking session. (Includes single bottles, but not single drinks)
- Activates after two hits, scared, or cornered. +5 to all combat rolls. Intelligence is ZERO while in effect. -5 to non-agility dodges while active. +2 to Endurance while active. Long time to come down after.
- Higher hair growth rate.
=== Jacoren's notes ===
X5 testing has revealed the subject to revert back to an more animal like state. And a more predatory animal at that. Base instincts can however be used against these mutants. The fear of fire is so fundamental to most living creatures that testing has show it to be a possible deterrent. On the other hand hunger can be used against the subject to lore them in easily. Meat has seemed to be preferred thus far. Extreme caution is still advised around these mutants because they lack any semblance of intelligence and show very limited pain response.
Category:Mutations