1d53 | Result |
---|---|
1 |
Fortitude +4 to Vigor rolls made to resist poison, disease, and extreme temperatures |
2-3 |
Gills Breathe Underwater |
4 |
Willpower +4 to Spirit rolls when resisting against Psychic Attack |
5 |
Blindsense Pinpoint (but don't see) creatures within 30 ft. |
6 |
Chameeon Skin +4 to Stealth when hiding, or opposing a Notice roll |
7 |
Climbing Hooks Climbing rolls are made every 20" (instead of 10"), and penalties are halved 1 |
8 |
Double Healing Natural healing is checked once per day (instead of every five) 1 |
9 |
Fleet Feet Gain the Fleet-Footed Edge (raise the running die type by one each time this is stacked) |
10 |
Poison Immunity Immune to poison |
11 |
Keen Ears +6 to Notice rolls dependent on hearing |
12 |
Keen Eyes +6 to Notice rolls dependent on sight |
13 |
Keen Nose +6 to Notice rolls dependent on smell |
14 |
Low Light Vision Ignore penalties for Dim and Dark lighting |
15 |
Padded Feet +4 to Stealth rolls made to move quietly |
16 |
Resist Radiation +2 to resist the effects of radiation |
17 |
Swimmer Swimming pace is equal to Athletics skill |
18 |
Tail +2 to rolls made to balance, jump, or swim |
19 |
Tentacles +2 to entangle foe with a grapple, and to oppose foe attempting to break free |
20 |
Tremor Sense Sense the location of moving creatures in contact with the ground |
21 |
Uncanny Dodge Gain the Dodge Edge |
22 |
Blindsight Use non-visual senses to operate without vison |
23 |
Claws Str+d4 |
24 |
Darkvision See in pitch black conditions |
25 |
Dual Brain Advantage on Smarts rolls |
26 |
Empathy Detect the presence of minds and their basic emotional states |
27 |
Fur +1 armor, +4 to resist cold |
28 |
Horns Str+d6 damage |
29 |
Leech Damage Transfer wound from target to yourself |
30 |
Overpowering Stench All living creatures within range suffer -1 to all actions |
31 |
Quills Damage to entangled victim is Str+d4 |
32 |
Spring Legs +2 to all Agility rolls made to perform acrobatic maneuvers involving jumping, double jump distance |
33 |
Tougher +1 Toughness |
34 |
Acidic Bite Successful bite does Str+d6 damage, then d4+d6 damage one round later |
35 |
Scales +2 Armor |
36 |
Great Reserves +2 to Soak rolls |
37 |
Haste Self Pace is doubled, multi-action penalty begins at three actions instead of two |
38 |
Heightened Agility Raise Agility by one die type |
39 |
Heightened Smarts Raise Smarts by one die type |
40 |
Heightened Spirit Raise Spirit by one die type |
41 |
Heightened Strength Raise Strength by one die type |
42 |
Heightened Vigor Raise Vigor by one die type |
43 |
Pincers Single pincer attack does Str+d6 damage, double pincer attack does Str+d8 damage |
44 |
Psychic Immunity Immune to psychic effects |
45 |
Regeneration Roll Vigor every round to heal any damage sustained |
46 |
Exoskeleton +3 Armor |
47 |
Shaper Alter your appearance; may add Chameleon Skin, Fleet Feet, Wings, Gills, Tail, or Climbing Hooks |
48 |
Telepathy Communicate mind-to-mind, 5" range 3 |
49 |
Force Field Generate a force field with a Toughness of 10 |
50 |
Light Warp Wrap light around yourself, acts as the Deflection power |
51 |
Lightning Touch Electric touch attack, 6d6 damage once per day 4 |
52 |
Psychic Double Project a ethereal psychic double, 1/day |
53 |
Psychic Healing Heal up to three wounds per day. 4 |