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