Catalog / Genetics
Genetics
Genetic talents, cosmetics and drawbacks. 51 entries.
51 shown
Cosmetic Features
| Extra Digits | Extra functional fingers and toes. |
| Fins | Decorative fins on your head, back or limbs. |
| Forked Tongue | A snake-like forked tongue. |
| Horns (Cosmetic) | Small blunt nubs, too small to use as weapons. |
| Scaly Skin | Thick scaled skin, in patches or all over. |
| Thin Fur Coat | A thin coat of dark fur. |
| Unnatural Eyes | Solid black, glowing or otherwise strange eyes. |
| Unnatural Hair | Oddly colored, patterned or luminous hair that may shift with mood. |
| Unnatural Skin | An unnatural or shimmering skin hue. |
| Unnatural Voice | A voice wildly at odds with your size and look. |
Genetic Drawbacks
| Ability Decay | Permanently reduce one ability score by 1 (minimum 0). |
| Blood Hunger | Your maximum Strain drops by 1 for every full 24 hours without feeding on a living creature's blood. |
| Brittle Bones | 1 Disadvantage on Reflex saves against falling, and +1d6 falling damage. |
| Combat Fear | The first time each encounter that you roll initiative or take damage, make a Charisma save vs DC 10 + the encounter level; on a failure lose 1d6… |
| Festering Sores | Worn armor's check penalty increases by 1 and always applies, even if you meet its Might requirement. |
| Frailty | Treat your Fortitude as 2 lower when calculating maximum HP and Strain (not for saves). |
| Heat/Cold Susceptibility | 1 Disadvantage on Fortitude saves against extreme heat or cold. |
| Lethargy | 1 Disadvantage on Reflex saves. |
| Light Sensitivity | Going from dim or darker into normal or brighter light Blinds you until the end of your next turn. |
| Mindslave | 1 Disadvantage on Charisma saves against MENTAL effects. |
| Pheromone Repulsion | 1 Disadvantage on Diplomacy and Nature checks against creatures within 30 ft. |
| Reduced Speed | −5 ft to all your Speeds. |
| Sound Sensitivity | 1 Disadvantage on all checks while exposed to sound louder than normal speech. |
| Thin Skin | Roll flat checks to resist Light or Heavy Wounds with Misfortune. |
| Ultraviolet Allergy | In direct sunlight or strong UV, take 1d6 fire damage at the start of each turn, and light flammable clothing may ignite. |
| Weak Immune System | 1 Disadvantage on Fortitude saves against poison and disease. |
Genetic Talents
| Affliction Resistance | 1 Advantage on checks against disease, poison, curses and radiation (+1 at levels 5, 9, 13 and 17). |
| Big Brained | Gain 1 rank in each of 2 skills of your choice. |
| Bite Attack | Natural piercing attack: 1d4 Small, 1d6 Medium, 1d8 Large. |
| Burrow Speed | Burrow through soft soil, sand or gravel at your Speed. |
| Chameleon Skin | Shift your skin to match your surroundings: 1 Advantage on Stealth (+1 at levels 5, 9, 13 and 17) while most of your skin is exposed, and you may… |
| Claws | Natural slashing attack: 1d4 Small, 1d6 Medium, 1d8 Large. |
| Climb Speed | Climb Speed equal to your Speed. |
| Dermal Plating | Interlocking plates add your Fortitude score to your Soak. |
| Echolocation | Sense size, shape and location by sound instead of sight (no color). |
| Fast Healer | You recover twice as many HP from all healing. |
| Gills | You can breathe underwater. |
| Horns | Gore natural attack, piercing or bludgeoning (choose): 1d8 Small, 1d10 Medium, 1d12 Large. |
| Large Stature | Count as one size larger for your Bulk limit, unarmed damage and weapon size limit. |
| Leaper | Jump twice as far and high. |
| Lucky | When you spend a Fate Die to add to or subtract from an effect roll (damage, healing, or damage you take), roll the Fate Die with Fortune: roll it… |
| Magic Resistance | 1 Advantage on checks to resist magic (+1 at levels 5, 9, 13 and 17). |
| Magic Talent | Learn one Complexity 1 spell, and gain 1 rank in Mysticism. |
| Prehensile Tail | A tail that can hold and manipulate simple objects and let you hang indefinitely. |
| Scent | Detect a familiar smell within 5 ft (+5 ft at levels 5, 9, 13 and 17). |
| Small Stature | 1 Advantage on Stealth and on checks to escape a grapple, and 1 Advantage on attacks against larger creatures while an ally is within 5 ft. |
| Spike Tail | Natural piercing or bludgeoning attack (choose): 1d6 Small, 1d8 Medium, 1d10 Large. |
| Swim Speed | Swim Speed equal to your Speed. |
| Thermal Vision | A second pupil sees heat in grayscale. |
| Venomous | Secrete a poison with Potency of half your Fortitude + your level. |
| Wings | With both arms free, slow falls to 10 ft/round. |