Game Master / Adversaries / Humanoid
Humanoid
Humanoids are person-shaped creatures built on a basically human body: upright, with a human-like head, torso and limbs, and hands (or something like them) suited to tools, weapons, gear and buildings. They usually have language and culture. Most are humans, near-humans, or people whose bodies, bloodlines or descendants have been changed by wild magic, mutation, corruption, environmental change, supernatural influence or inherited instability.
Senses: normal unless a mutation says otherwise.
Mutations
Humanoids have no subtypes. Instead they can carry mutations, the same ones player characters can have, used as Identity Traits: a mutation and one associated maneuver are a single Build Selection. Extra mutations can be taken, but each counts toward the adversary's selections. A plain humanoid, or one whose mutations are only cosmetic, doesn't spend a selection on a mutation; spend it on another Role maneuver or, if the concept needs it, a Generic maneuver.
Second type: a Humanoid can also have a second Creature Type, choosing that type's subtype traits by the same rules as multiple subtypes.
Small Stature
Mutation, Passive · Passive
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.
Large Stature
Mutation, Passive · Passive
Count as one size larger for your Bulk limit, unarmed damage and weapon size limit.
Claws
Mutation, Passive · Passive
Natural slashing attack: 1d4 Small, 1d6 Medium, 1d8 Large.
Bite Attack
Mutation, Passive · Passive
Natural piercing attack: 1d4 Small, 1d6 Medium, 1d8 Large.
Spike Tail
Mutation, Passive · Passive
Natural piercing or bludgeoning attack (choose): 1d6 Small, 1d8 Medium, 1d10 Large.
Prehensile Tail
Mutation, Passive · Passive
A tail that can hold and manipulate simple objects and let you hang indefinitely. It can't attack, fire weapons or do fine work.
Thermal Vision
Mutation, Passive · Passive
A second pupil sees heat in grayscale. Switching pupils takes an action.
Horns
Mutation, Passive · Passive
Gore natural attack, piercing or bludgeoning (choose): 1d8 Small, 1d10 Medium, 1d12 Large.
Swim Speed
Mutation, Passive · Passive
Swim Speed equal to your Speed.
Wings
Mutation, Passive · Passive
With both arms free, slow falls to 10 ft/round. Level 5: glide 15 ft horizontally per round. Level 9: fly Speed equal to Speed (Average maneuverability). Level 13: Perfect maneuverability and hover (still spending an action to hold altitude).
Burrow Speed
Mutation, Passive · Passive
Burrow through soft soil, sand or gravel at your Speed.
Climb Speed
Mutation, Passive · Passive
Climb Speed equal to your Speed.
Gills
Mutation, Passive · Passive
You can breathe underwater.
Dermal Plating
Mutation, Passive · Passive
Interlocking plates add your Fortitude score to your Soak.
Lucky
Mutation, Passive · Passive
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 twice and use the better result.
Big Brained
Mutation, Passive · Passive
Gain 1 rank in each of 2 skills of your choice.
Chameleon Skin
Mutation, Passive · Passive
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 attempt Stealth even while observed.
Venomous
Mutation, Passive · Passive
Secrete a poison with Potency of half your Fortitude + your level. Type d6: 1 Hemotoxin, 2 Neurotoxin, 3 Necrotoxin, 4 Caustic, 5 Paralytic, 6 Irritant. Vector 2d6: 2–6 ingested, 7–11 contact, 12 inhaled.
Magic Talent
Mutation, Passive · Passive
Learn one Complexity 1 spell, and gain 1 rank in Mysticism.
Leaper
Mutation, Passive · Passive
Jump twice as far and high.
Fast Healer
Mutation, Passive · Passive
You recover twice as many HP from all healing.
Scent
Mutation, Passive · Passive
Detect a familiar smell within 5 ft (+5 ft at levels 5, 9, 13 and 17). Finding its direction and distance takes a Perception check.
Affliction Resistance
Mutation, Passive · Passive
1 Advantage on checks against disease, poison, curses and radiation (+1 at levels 5, 9, 13 and 17).
Echolocation
Mutation, Passive · Passive
Sense size, shape and location by sound instead of sight (no color).
Magic Resistance
Mutation, Passive · Passive
1 Advantage on checks to resist magic (+1 at levels 5, 9, 13 and 17).