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COWBOYS & VIKINGSCompendium of the Wild Wastes

Tables / Character Creation / Genetic Talents

Genetic Talents

Character Creation · Roll 1d100

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1d100Result
1–4Small 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.
5–8Large Stature — Count as one size larger for your Bulk limit, unarmed damage and weapon size limit.
9–12Claws — Natural slashing attack: 1d4 Small, 1d6 Medium, 1d8 Large.
13–16Bite Attack — Natural piercing attack: 1d4 Small, 1d6 Medium, 1d8 Large.
17–20Spike Tail — Natural piercing or bludgeoning attack (choose): 1d6 Small, 1d8 Medium, 1d10 Large.
21–24Prehensile Tail — A tail that can hold and manipulate simple objects and let you hang indefinitely. It can't attack, fire weapons or do fine work.
25–28Thermal Vision — A second pupil sees heat in grayscale. Switching pupils takes an action.
29–32Horns — Gore natural attack, piercing or bludgeoning (choose): 1d8 Small, 1d10 Medium, 1d12 Large.
33–36Swim Speed — Swim Speed equal to your Speed.
37–40Wings — 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).
41–44Burrow Speed — Burrow through soft soil, sand or gravel at your Speed.
45–48Climb Speed — Climb Speed equal to your Speed.
49–52Gills — You can breathe underwater.
53–56Dermal Plating — Interlocking plates add your Fortitude score to your Soak.
57–60Lucky — 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.
61–64Big Brained — Gain 1 rank in each of 2 skills of your choice.
65–68Chameleon 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 attempt Stealth even while observed.
69–72Venomous — 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.
73–76Magic Talent — Learn one Complexity 1 spell, and gain 1 rank in Mysticism.
77–80Leaper — Jump twice as far and high.
81–84Fast Healer — You recover twice as many HP from all healing.
85–88Scent — 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.
89–92Affliction Resistance — 1 Advantage on checks against disease, poison, curses and radiation (+1 at levels 5, 9, 13 and 17).
93–96Echolocation — Sense size, shape and location by sound instead of sight (no color).
97–100Magic Resistance — 1 Advantage on checks to resist magic (+1 at levels 5, 9, 13 and 17).