Evolution

These are incredibly unique variations which have developed by a race either biologically or socially.

Evolution Points

Characters begin with 16 evolution points to spend on evolutions.

Evolution Table

Locomotion
soaring One set of arms converted into wings
mermaid One set of legs converted into powerful aquatic tail
semi-quadruped One set of limbs used as arms or legs
wall-climber adhesive pads
swimmer webbed feet/hands
digger tough nails for burrowing
water-breathing gills
malleable body can squeeze and contort
Natural Defenses
exoskeleton chitin plates
thorny spiked body
furred thick fur
feathered thick feathers
scaly thick scales
glowing bioluminescence
camouflage skin that with pigmentation cells
tough thick skin
dense strong bones
regenerative slow healing factor
healing-saliva
venemous claws or fangs that can inject harmful venom
energy resistance* fire, cold, acid, shock, poison
Natural Offenses
prehensile thin dextrous tail can grasp and manipulate objects
slammer large, strong tail can be used to bludgeon
spiker medium, agile tail can be used to pierce
rammer horns or antlers usable for bludgeoning
gorer horns or antlers usable for piercing
clawed sharp nails for pierching, slashing
jaws sharp teeth, tusks for biting, goring
muscular
earsplitter sonic scream
noxious produce a constant, discomforting odour/gas
poisonous skin produces toxic ichor/slime
electrogenesis generate electric fields
fiery ignite portion of body with flames
energy-breath fire, cold, acid, shock, poison
Eccentrics
hybrid additional heritage advantage
multidextrous additional limbs advantage
underdog additional size advantage
everlasting additional lifespan advantage
aesthetic additional appearance advantage
traveled additional region advantage
cultured additional culture advantage
organized additional society advantage
advanced additional innovation advantage
unique additional trait advantage
familial additional lineage advantage
eccentric additional characteristic advantage

NOT AVAILABLE
strong +3 str
fast +3 dex
hearty +3 con
smart +3 int
wise +3 wis
social +3 cha

Psionics
telethesia general ability to manipulate the minds of others
telekinesis general ability to manipulate objects with the mind
pyrokinesis generate and manipulate heat and fire with the mind
cryokinesis generate freezing temperatures with the mind
electrokinesis manipulate electric potentials with the mind
hydrokinesis manipulate water, liquids with the mind
aerokinesis manipulate air currents with the mind
geokinesis move stone, crystal, metal, diamond with the mind
metallokinesis
Miscellaneous
no-head sensory organs and brain located elsewhere
multiple-heads increases number of available brains, senses
photosynthesis nourished by sunlight
irrisistable pheromone control

Fenestra

no head

multiple heads