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COWBOYS & VIKINGSCompendium of the Wild Wastes

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).