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Warp Shell Custom Bioforms

The document outlines various playable bioforms for a game called WARP SHELL, detailing their unique abilities and attributes. Each bioform, such as Mecha, Reptoid, Psyker, and others, has specific enhancements, skills, and characteristics that influence gameplay. Players can choose from a diverse range of races, each offering distinct advantages and options for customization.

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0% found this document useful (0 votes)
11 views3 pages

Warp Shell Custom Bioforms

The document outlines various playable bioforms for a game called WARP SHELL, detailing their unique abilities and attributes. Each bioform, such as Mecha, Reptoid, Psyker, and others, has specific enhancements, skills, and characteristics that influence gameplay. Players can choose from a diverse range of races, each offering distinct advantages and options for customization.

Uploaded by

RC
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Playable Bioforms for WARP SHELL

Mecha

• +1 STR
• Can be rebuilt after death so long as CPU remains intact
• 2 HEARTS at creation
• Immune to vacuum
• Can use Thermal Vision within eyesight (heat silhouette, no details)
• Can install any number of cybernetic augmentations ignoring the CON limit

Reptoid

• +1 DEX
• Can walk on any flat surface
• Unarmed attacks use WEAPON effort [physical damage]
• Can use Thermal Vision within eyesight (heat silhouette, no details)
• Choose one:
o Chameleon Skin (invisible when standing still)
o Corrosive Spit (one target in NEAR range, deals BASIC effort [acid damage])

Psyker

• +1 INT
• Limited Telekinesis (move or activate one 10 pound object in NEAR range)
• Limited Telepathy (two-way mental communication with single target within FAR range)
• Detect Thoughts (read surface thoughts of target within FAR range with INT check. Read deeper thoughts of target
with HARD INT check)
• Photographic Memory

Geno (Human)

• +1 to any stat, armor, or effort


• +1 to any stat, armor, or effort
• +1 to any stat, armor, or effort
• +1 to any stat, armor, or effort
• Gain one extra STARTER LOOT
• Gain one extra skill knowledge (explained in another page)

Xill

• +1 CON
• +1 ARMOR
• Immune to vacuum
• Restructure (change body structure. Choose one using an action)
o +1 STR
o +1 CON
o +1 ARMOR
• Reform (CON spell: regenerate MAGIC effort in HP)

Torton

• +1 CON
• +1 ARMOR
• +1 WIS
• Can only move NEAR on a normal move
• Shell Defense (retract body into shell to become a standing bulwark. Gain +4 ARMOR and immune to fire damage.
Cannot move while in this form)
• Hold Breath (you can hold your breath up to 1 hour at a time)
Quad

• +1 STR
• +1 DEX
• Four arms to carry weapons and equipment
• DEX(Acrobatics) and STR(Athletics) checks are EASY
• Savage Attacks (double weapon effort on critical hit)

Insectoid

• +1 WIS
• +1 ARMOR
• Blindsense (sense vibrations within NEAR distance)
• Limited Telepathy (two-way mental communication with single target within FAR)
• Choose one:
o Venom Spur (unarmed attacks use WEAPON effort [physical damage], target must save vs CON or take
BASIC effort [poison damage])
o Thick Exoskeleton (+1 ARMOR)

Rodent

• +1 DEX
• Cheek Pouch (store equipment in cheeks, hidden)
• Darkvision (see in complete dark up to FAR)
• Nimble (move FAR and still take an action)
• Saves vs Disease are EASY

Dwarves

• +1 CON
• +1 STR or +1 WIS
• +1 ARMOR if already wearing armor
• Darkvision (see in complete dark up to FAR)
• Checks to find hidden compartments and mechanisms are EASY

Aquatic

• +1 CON
• +1 WIS
• Can breathe air and underwater
• Can move FAR and take an action or move DOUBLE FAR while underwater
• Aquatic Telepathy (two-way mental communication with any single aquatic creature within FAR)

Elf-Kind

• +1 DEX
• +1 WIS or +1 CHA
• Mental Fortitude (saves vs mental effects are EASY)
• Exceptional Hearing (scouting checks based on hearing are EASY)
• Accuracy (ranged attacks vs FAR targets are EASY)

Voidspawn

• +1 CHA
• +1 STR or +1 INT
• Phase (can phase through solid matter)
• Darkvision (see in complete dark up to FAR)
• Void Dweller (take half damage from cold and necrotic damage)
Plasm

• +1 CON
• Elastic (take half damage from physical damage)
• Acidic Blood (melee damage against you causes BASIC effort [acid damage] against the attacker. In addition, take only
half damage from acid damage)
• Stretchy (can move through openings 1 inch in diameter)

Plant

• +1 CON
• +1 STR or +1 WIS
• Photosynthesis (only requires sunlight for nourishment, but can eat and drink if they wish)
• Seeding (can plant a seed with your DNA in soil. The seed grows into your duplicate should your original body die –
you do, however, lose all your equipment that was not brought back by companions)
• Choose one:
o Oaken Body (base ARMOR is 14)
o Vine Body (can pull a target within NEAR to you. Target saves vs STR if resisting)
o Thorn Body (melee damage against you causes BASIC effort [physical damage] against the attacker)

Avian

• +1 DEX
• Avian Wings (can fly up to FAR in a turn. You cannot be wearing more than +4 ARMOR in order to fly)
• Exceptional Vision (scouting checks based on sight are EASY)
• Darkvision (can see in complete dark up to FAR)
• Beak and Talons (unarmed attacks use WEAPON effort [physical damage])

Changeling

• +1 DEX
• +1 CHA
• CHA(Deception) checks are EASY
• Assume Form (change your appearance to look like any humanoid or object you’ve seen. This is not an illusion)
• Gelatinous Regeneration (double the effects of any RECOVERY)

Undead

• +1 to any stat
• -1 to any stat
• Undying (automatically get a 6 on the dice when DYING)
• Undead Nature (Does not need to eat, drink, breathe, or sleep to survive. They can eat and drink if they wish)
• Cannibalize (consume the raw flesh of a recently killed creature to restore 1 HEART)

Celestial

• +1 CHA
• +1 STR or +1 WIS
• Healing Touch (WIS or CHA spell: touch to heal an ally with MAGIC effort)
• Solar Light (WIS or CHA spell: cause bright sunlight to shine out to FAR until cancelled)
• Choose one:
o Solar Wings (radiant wings materialize allowing flight up to DOUBLE FAR each round for 4 rounds)
o Solar Aura (all hostile targets within NEAR take BASIC effort [radiant damage] each round for 1d4 rounds.
Undead and other unholy creatures take double BASIC effort)

Custom Race (this list is not exhaustive. Work with your GM)

• +1 to any stat
• +1 to any stat or ARMOR
• Check to any one skill is EASY
• Save vs single effect is EASY OR active ability that is utilitarian
• Active ability that uses BASIC effort

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