One of this mutant’s senses (common sense, sight, smell, taste, etc.) will not function at normal levels (i.e., mutant may not smell an approaching predator or smell the burning woods he is in). Examples includes:

'Common Sense': The mutant lacks even the most basic understanding of what is going on around it, and has no idea of how things happen or the consequences of their actions. The character should be ruled as always acting last in a combat round, and all actions should be at a modifier of -5 to -10 due to sheer incompetence. The player should receive a +25% experience bonus if they play this defect to their own detriment. The GM should be careful and not give this award to players who are just stupid.

Vision Defect: Mutants with this defect suffer from one of the many possible eye problems such as myopia, astigmatism; etc., but are not blind. They must subtract 4 points from their die roll to hit opponents in combat and they have difficulty seeing objects over 15 meters away, or seeing up to 60 meters by day and losing all night vision.

Hearing Defect: Mutant is deaf to everything outside of a 3-meter radius and, if alone, is surprised by anything they cannot see!

Smelling Defect: Mutant loses all smell and gets no olfactory warnings of hazardous substances. He is also immune to aromas designed to entice the unwary, however. Unfortunately the character is also unaware of its own odour, GM's are suggested to give a cumulative -1 per day they have note had a wash, on close interaction skills (no one enjoys talking to a stinker!)

Touch Defect: Mutant's sense of touch is impaired and he subtracts 3 from his die rolls when trying to figure out an artifact, or when using any device or weapon in its hands. Intimate encounters are somewhat less entertaining!

Taste Defect: The mutant's pallet is weak, and has trouble distinguishing flavors. The mutant would not know the difference between fresh food or spoiled by taste alone.