Animal Pelage
A character with this quality develops hair follicles that grow an unusual fur, or pelage, not only having cosmetic traits but other benefits as well.
Animal Pelage counts as Unusual Hair.
A character with this quality develops hair follicles that grow an unusual fur, or pelage, not only having cosmetic traits but other benefits as well.
Animal Pelage counts as Unusual Hair.
The character is covered by a dark or patterned fur.
Cost: 4 Karma
Game Effect: The character receives a +1 dice pool modifier for Sneaking tests in any condition with decreased light levels and in environments appropriate to the pattern (stripes in tall grass, spots in a forest or jungle, etc.).
Camouflage is incompatible with other natural or artificial hair or skin modifications.
This is a thick insulating pelt of fur covering the entire body.
Cost: 6 Karma
Game Effect: Pelts insulate the character from cold and immersion in water, providing a +1 Dice Reroll for Survival Tests in frigid environments (such as Arctic and sub Arctic regions) and transfers 1 point of Physical damage to Stun damage when soaking against Cold-based attacks.
Characters must spend an additional point of Edge when using Edge on Survival tests when in extreme heat environments.
Clothing and armor can be worn normally over this hair.
Insulating Coat is incompatible with other natural or artificial hair or skin modifications
These thick, keratin-rich plates resemble porcupine quills, interspersed with bristles among other fur and hair, displacing about one follicle in 100. They are generally shorter than 30 centimeters.
Cost:10 Karma
Game Effect: Quills increase the individual’s Armor by 8 in any form of Close Combat.
Additionally, when grappling or subduing someone with quills, the attacker must resist damage of DV of 2P, modified by their hits on their attack test.
Quills can also be used offensively with the following stats: Exotic Weapons (Quills) + Agility and does (STR/2 + 1) Physical damage. The user’s arms, legs, or back must be exposed to gain these benefits.
Quills are incompatible with other natural or artificial hair or skin modifications.
Some qualities cause individuals to excrete or secrete substances through the dermal layers or within their physical forms that are of particular benefit to them, above and beyond what the body normally could do.
You're capable of projecting an extremely caustic substance as an attack.
Cost: 4 Karma per level
Game Effect: Like the Corrosive Spit ability (pg. 222, SR6) of critters, the individual can make a ranged combat attack, with Exotic Weapon (Spittle) Skill.
Corrosive Spit does 2P damage per level of the attack.
It also has attack ratings of:
Near: (Agility x 2) Meters
Close: (Agility x 2) - 2 Meters
Medium: (Agility x 2) - 8 Meters
Far: (Agility x 2) - 10 Meters.
If the attack value at any range drops to 0, then the spit attack cannot reach those ranges.
The damage is Chemical, and any damage also inflicts the Corrosive status with a value equal to the quality’s level.
The character’s skin exudes a defensive liquid when they are agitated or endangered, like the defensive secretions of frogs.
Cost: 6 Karma
Game Effect: These secretions are acidic, causing a burning sensation or other adverse skin reactions upon touch (gamemaster decision).
If someone with unprotected skin touches the bare skin of the agitated character under the right conditions, that person suffers a –1 Dice Pool Modifier for all tests made within the next 24 hours or until treated with a medkit with a successful Biotech (Medicine) (2) test.
This quality does not work against spirits.
Multiple touches raise the dice pool modifier, but only to a maximum of -4.
The character’s skin contains sweat glands that produce a greasy lubricant in stressful or fatiguing situations, covering the body with an oily film that gives it a moist sheen.
Cost: 6 Karma
Game Effect: While not impairing the character’s normal actions, the lubricant makes the character harder to grapple, granting a +4 Dice Pool Modifier against grapple attacks if more than half the character’s body is exposed.
Greasy Skin is incompatible with extensive body hair or skin modifications or qualities, except Defensive Secretion.
The character possesses a venom like that found in many species.
Cost: 0, Modified with the following. Pick one for each category.
Vector: Contact (+3 Karma), Exhaled (+3 Karma), Injected (+1 Karma), Spat (+5 Karma)
Speed: 1 Turn (+3 Karma), Immediate (+5 Karma)
Power: 2 per level, maximum 4 levels.
Effect: Stun (+3 Karma), Physical (+5 Karma)
Game Effect: Injected vector requires Fangs (see below). Contact requires a touch attack or may be combined with Quills, Frog Tongue, Razor Claws, or Thorns. Spat vector requires the use of an Exotic Weapon (Spittle) attack.
The Effect always includes Dazed and Poisoned statuses, the latter at a level equal to the power.
Whether it’s Stun or Physical damage is determined by the selected effect.
The Karma cost of this quality equals the sum of the Vector, Speed, Power and Effect costs.
This includes qualities that have not been fully categorized due to their complex and not fully understood natures.
Cost: 8 Karma
Game Effect: Grants the effects of the Magic Resistance Positive Quality.
The individual is better adapted to survive in extreme climates.
Cost: 5 Karma per level
Game Effect: Choose whether the character is adapted to a Hot or Cold climate.
Each level of this quality grants a +1 Dice Reroll to all Outdoor (Survival) tests and reduces the Fatigue due to exposure by one level.
Advantage in one climate is a disadvantage in the other, raising Edge costs and increasing Fatigue status by the same level.
These adaptations are not compatible with implanted dermal plating or skin modifications. If they obtain those augmentations after getting the quality, all effects of the quality are lost, and no Karma is returned to the player.
A character possessing this quality is seen by all sapient beings as moving with an unearthly grace. Their countenance always seems radiant, and their voice has a soul wrenching, deeply emotional property. Those they speak to feel moved and inspired.
Cost: 12 Karma
Game Effect: This is reflected with a bonus of +1 Edge for all social actions taken that are not aggressive.
Those with this quality are particularly memorable, equating to an additional +1 Edge for anyone attempting to make a Memory test to recall the individual or the actions they’ve taken.
An individual with the Metagenic Attribute Improvement possesses a genetic expression that enhances the genes associated with the development of a certain mental or physical attribute.
Cost: 15 Karma
Game Effect: In game terms, the maximum value for one of the character’s attributes (as listed in the Metatype Attribute Table, p. 64, SR6) is raised by 1.
This quality may only be taken once per attribute, and it is cumulative with the Exceptional [Attribute] Positive Quality.
An individual with metahuman traits largely resembles a standard human.
Cost: 8 Karma
Game Effect: Gain the effects of the Human-Looking Positive Quality.
Individuals with this quality radiate the ultimate bad or even predatory vibe. This sensation is often described as discomforting, menacing, or even oppressive.
Cost: 6 Karma
Game Effect: Grants a +1 Dice Reroll on all Intimidation tests.
he individual’s epidermis and follicular development have adapted to include chloroplast organelles that supplement the energy needs of the individual through photosynthesis.
Cost: 4 Karma
Game Effect: This gives the character a –1 LP modifier toward their Necessities costs when utilizing the Lifestyle Calculator-based lifestyles.
The character also receive a +1 Dice Reroll to all Con and Influence tests when in daylight, fully or partially.
They suffer a –2 Dice Pool Modifier to those same tests when in deep shadow or darkness.
This is incompatible with Nocturnal quality.
Often referred to as “Ogre Stomach,” this quality is an adaptation the entire digestive tract has undergone enabling the individual to process a variety of substances that are considered non-standard.
Cost: 8 Karma
Game Effect: Only organic matter can be processed in this manner, and those with it have a –1 LP modifier applied to their Necessities costs when utilizing the Lifestyle Calculator-based lifestyles.
Furthermore, they are more resistant to ingested poisons and toxins, gaining a +1 Dice Reroll on tests to resist them.
Different types of gills allow the individual to breathe in a different environment than the one they are native to. Typically this means air breathers can inhale underwater, but sometimes it’s the reverse. This quality can be taken for saltwater or freshwater use. Gills can be located on the neck, in the upper pectoral region, or beneath the arms (upper arms, in the case of a nartaki).
Cost: 8 Karma
Game Effect: Individuals with air-breathing gills who otherwise would breathe water use these. They need dense air, so they always suffer a Fatigued I status when breathing air and Fatigued II status at higher elevations and thinner air (gamemaster decision as to where the divide is).
Cost: 8 Karma
Game Effect: Individuals with these gills can free-dive in fresh water to a depth equal to (Body x 20) meters
Cost: 8 Karma
Game Effect: Individuals with these gills can free-dive in saltwater to a depth of (Body x 20) meters.
These dermal expressions are more extreme as a rule than those possessed by normal metahumans and metavariants.
The character’s skin takes on the appearance of rough tree bark.
Cost: 4 Karma
Game Effect: This quality provides a +2 Armor bonus, cumulative with worn armor, but increases the cost of all armor and clothing by 10%
Thick layers of insulating fat and vascularized tissues act as thermal insulation.
Cost: 3 Karma
Game Effect: Grants a +1 Dice Reroll bonus when resisting any cold-based attacks or damage.
Negates the Chilled status (p. 51, SR6) from all non-magical causes.
Extensive scaling develops on the individual, which acts to quickly dissipate heat and flame.
Cost: 3 Karma
Game Effect: Grants a +1 Dice Reroll when resisting any fire-based attacks. Negates the Burning status (p. 51, SR6) from all non-magical sources.
Extensive calcite and keratin formations make the individual’s skin appear greyish and hard as stone.
Cost: 15 Karma
Game Effect: It grants +4 Armor and the Hardened Armor ability (pg. 224, SR6.
Not cumulative with other worn armors.
Incurs a –1 Dice Pool Modifier to fine manipulation of small items.
Those with Rhino skin have a dermis that is a thick, durable leather-like texture.
Cost: 8 Karma
Game Effect: Grants +3 Armor, cumulative with any worn armor.
The individual’s skin is covered in sharp protrusions about a centimeter long, resembling extremely hardened plant thorns like those of roses, citrus trees, and bougainvillea. The thorns emerge from a sub-dermal layer and regrow in a few days when cracked or broken.
Cost: 5 Karma
Game Effect: In Close Combat, the user gains a +1 Dice Pool Modifier and and allows unarmed attacks to do Physical damage instead of Stun.
The downside of these keratinous growths is they place the individual in a state of constant discomfort, which inflicts a –1 Dice Pool Modifier to all other physical activities.
All clothing worn by the individual must be custom-made, with a cost increase of 20%
These qualities provide skin pigmentation that adapts to background colors like a chameleon. Incompatible with any other dermal modifications.
Cost: 5 Karma
Game Effect: After five minutes of exposure to a background with sharp contrasts and diverse color patterns, the character’s skin can take one minute to adjust to match this pattern.
It can retain this coloration for up to four hours. When they move (more than one meter per turn), they revert to their normal skin pigmentation for as long as they are in motion.
While in effect, the camouflage provides a +1 Dice Pool Modifier for all Stealth tests if more than 40% of their body is exposed. At 80% exposure or greater, the bonus is raised to a +2 Dice Pool Modifier.
Cost: 10 Karma
Game Effect: Basic Camouflage, Dynamic Camouflage alters the skin tone and color according to the background environment and continues to do so.
The character receives the same Stealth bonuses as Basic Camouflage, but they keep it if the individual is not moving faster than one-half their walking rate, rounded down.
Metagenic alterations can enhance one or more of an individual’s senses. Sense changes linked to extravagant organ deviation (i.e., big ears) from the species baseline are listed individually.
This quality enables the character to hear into the ultrasonic or infrasonic ranges.
Cost: 8 Karma per type
Game Effect: Choose either Ultrasonic or Infrasonic hearing when taking this quality; this quality may be taken twice.
This does not give the ability to choose or control any part of the frequency spectrum in question. As this kind of hearing is always active, noises inaudible to others may sometimes distract or deafen the character.
This quality also results in minor visible changes to the size and structure of the outer ear.
This quality is incompatible with any implanted cyberears or hearing augmentations except the Hearing Dampener as a standalone implant.
Like a bat or dolphin, the individual possesses all the natural organs for a biological echolocation system. Using ultrasound produced within the larynx, thorax, or even the nasal passages, they can form a mental image of the surrounding space produced by the echoes.
Cost: 6 Karma
Game Effect: With a Minor Action, the character can perceive up to 50 meters in the air, 200 meters in freshwater, and 300 meters in saltwater.
If the quality is sustained, they can track a variety of activities in their presence with the use of a Minor Action each combat round. When in use, the power negates the Blindness (p. 51, SR6) status at all levels with regards to navigation and combat.
At all times the individual may be Deafened (p. 52, SR6) when exposed to high-frequency sounds, and they cannot use Edge to resist any effects of those sounds.
It is possible to track the user of this quality with appropriate equipment, assuming they are actively emitting ultrasound.
All critters can to a limited extent sense electrical fields, such as when they are near certain electronic devices, engines, or security systems.
Cost: 8 Karma
Game Effect: This metagenic sense functions at a distance equal to (Body + Intuition) in meters.
To use the sense, roll Perception + Intuition and check the hits against the Electrosense Table. This is a passive quality, with no broadcasting noise originating from the individual.
Individuals with an understanding of electrical technologies, Matrix operations, or similar backgrounds can develop a Knowledge skill called “Technosense,” which allows them to perceive the additional information as detailed on the Electrosense table.
Technosense information is displayed after the “/” on the table.
Electrosense Table:
1 Hit: Presence and direction of electrical field’s source / Presence and direction of wireless signals.
2 Hits: Relative size, intensity (Noise), and type (artificial or natural) of the electrical source / Strength of the wireless signals.
3 Hits: Exact position of the field’s source or if the biological source is augmented artificially / Presence of cyberware implants or gear with active wireless.
4 Hits: Personal orientation and height/depth within 5 meters in relationship to earth’s magnetic field, as well as the type if the source is biological (metahuman type, animal size, etc.) / Type of device perceived (RFID tags, commlinks, drones), detection of technomancer abilities in the vicinity.
5+ Hits: Technosense only: presence of nanites, presence of stealth tags, identification of a technomancer.
Cost: 8 Karma
Game Effect: Gain the effects of the Low-Light Vision Positive Quality.
Like Electrosense, Magnetosense allows an individual to sense changes in nearby magnetic fields. These individuals can feel these magnetic fields, allowing them to detect their presence, direction, and intensity.
Cost: 6 Karma
Game Effect: Finding these requires a Perception + Intuition (3), with a range equal to Body + Intuition in meters.
Individuals with this quality also have a strong ability to navigate, giving them a +1 Dice Reroll on all Outdoor (Navigation) tests.
The individual possesses the ability to sense any type of active or passive aetheric (magic) energy, including spell usage, in their vicinity.
Cost: 8 Karma
Game Effect: The individual uses an Astral + Intuition test, using the Detection Spells Results table on p. 134, SR6. The range of this sense is (Magic + Intuition) meters, and it can be increased with a simple Willpower test, adding one meter for every hit.
The quality is an enhancement to various internal organs that regulate an individual’s balance, augmenting this to a more refined and reactive state.
Cost: 4 Karma
Game Effect: This gives the individual a +1 Dice Reroll on all Athletics tests except Archery.
Cost: 8 Karma
Game Effect: Gain the effects of the Thermographic Vision Positive Quality.
Individuals with this sensory adaptation can perceive infrared radiation (heat).
Cost: 7 Karma
Game Effect: The range of this sense is (Intuition) meters and is non-visual in nature.
Environmental factors can influence this sense, as can barriers or other obstacles.
Hits on a Perception + Intuition (2) test reveal information on distance, movement, heat output, and location of infrared rays.
It is not fooled by mana-based illusion spells.
This quality also reduces the Blinded status by –1.
A specially adapted membrane protects the eyes and allows them to function with normal vision while underwater.
Cost: 6 Karma
Game Effect: Reduces the vision penalty for looking underwater.
Individuals develop additional olfactory organelles that augment their sense of smell to levels to rival that of a bloodhound. They also receive expansions to the amygdala and hypothalamus, empowering them to understand the smells they can now detect. These in turn improve not only their sense of smell, but also their ability to discern and react to individuals by scent, including many of the baser emotional responses (attraction, fear, etc.).
Cost: 6 Karma
Game Effect: In game turns, this gives the individual a +1 Dice Reroll bonus when making smell-based Perception tests and Social tests when they can smell their target.
Strong odors and intense background odors incur the Nauseated status (p. 52, SR6) if the individual fails a Body + Willpower (2) test.
Many times, SURGE expressions alter the structural, gross, and obvious bodily form in order to grant benefits to the individual. Morphisms are incompatible with cybernetic modification unless stated otherwise.
This quality provides the individual with a 360-degree field of vision due to repositioning or compositing of eyes (player’s decision). It could be anything from compound eyes like those found in insects or ocular independence such as that possessed by some lizards.
Cost: 5 or 10 Karma
Game Effect: Characters with this quality gain a +1 Dice Reroll on all visual Perception and Surprise tests.
The base 5 Karma quality does not include an adapted neurological structure to go with the eyes, which is necessary for the otherwise binocular mind to comprehend effectively. Characters face a –1 Dice Pool Modifier to tests while moving faster than their walking speed and suffer a –1 Dice Pool Modifier to all ranged attack ratings beyond Close range. They are incapable of receiving visual augmentations.
Individuals with the 10-karma version do not suffer the detractions of the quality and may have augmentations with a cost modifier increase of 400% and an Essence cost increase of 100%.
Instead of a mouth and nose, the middle and lower parts of the character’s face are replaced by a beak and nostrils. The beak can vary in size, shape, and function, much like their natural counterparts. The beak is not the only avian quality the character gains. As beaks cannot be used for chewing, characters with beaks swallow each bite whole, and the food is then processed by a gizzard constructed of thick, muscular walls that grind up food.
Cost: 9 Karma
Game Effect: Characters with the Beak quality also have the Tough Gut benefits.
Where a standard beak is not designed for combat, this beak is meant for tearing through flesh.
Cost: 11 Karma
Game Effect: Characters with the Beak quality also have the Tough Gut benefits.
Can be used with the Close Combat (Unarmed) skill with a damage value of (STR/2 +1) Physical.
This gives the individual a second heart located in the right half of their torso that augments the work of the normal heart in maintaining the cardiovascular system. They can perform strenuous exercise for longer periods of time and sustain higher pulse rates that would cause tachycardia in normal people.
Cost: 5 Karma
Game Effect: Reduces any Fatigue status the character experiences by 1 level.
This is compatible with a synthacardium augmentation, but with an additional 50% cost increase for both Essence and nuyen.
Razor-sharp bone deposits grow from the character’s skeletal structure and poke through the skin.
Cost: 10 Karma
Game Effect: Characters with Bone Spikes cannot wear armor or restrictive clothing due to the inability to retract the spikes back into the body.
Armor and clothing can be specially designed for the character and purchased at a 50% increase to the base cost.
In combat, use the rules for Spurs.
This quality results in a strengthening of the musculature involved in running, causing leg muscles to become ropy and more prominent.
Cost: 5 Karma
Game Effect: The character increases their Walking and Running rates by +3/+6/+1 per hit.
Compatible with Satyr Legs.
Cost: 7 Karma
Game Effect: Grants the effects of the Dermal Deposits Positive Quality.
Cost: 12 Karma
Game Effect: Grants the effects of the Long Reach Positive Quality.
The character’s canine teeth are enlarged and sharpened like a carnivore.
Cost: 4 Karma
Game Effect: The fangs can be used in Close Combat [Unarmed] with a damage value of (STR/2 + 1) Physical.
The individual gains a long, adhesive tongue that extends in a spring-loaded fashion, shooting outward to strike at a target and then retract. Not prehensile enough to use anything as a tool, the tongue is strong enough to snatch an object, provided the weight is less than a quarter kilogram.
Cost: 8 Karma
Game Effect: If used to snatch an object, the tongue’s sticky secretions will hold onto it until manually removed with a (Body + Strength (2) test.
If the character also possesses the Natural Venom quality (p. 119) the tongue can be used to apply the substance with a successful touch-only melee attack with an Exotic Weapon (Tongue) + Agility attack.
These large, sharp horns are capable of being used as a weapon.
Cost: 6 Karma
Game Effect: May be used in Close Combat (Unarmed) and do (STR/2 + 2) Physical damage.
If the character's Strength is 6 or greater, gain a +2 Dice Pool Modifier.
The character's overly large ears are quite a boon in hearing-related tasks.
Cost: 4 Karma
Game Effect: Gain a +1 Dice Reroll when making any hearing tests.
These larger tusks, bigger variants of normal metahuman tusks, resemble the tusks of elephants, warthogs, and walruses.
Cost: 6 Karma
Game Effect: Like Goring Horns, these can be used in Close Combat (Unarmed), and do (STR/2 +1) Physical damage.
If combined with a Charge Minor (I) action, the DV is increased by +2.
The character develops a pocket-like pouch on their chest or abdomen, just like the pouch a kangaroo uses to carry its young.
Cost: 4 Karma
Game Effect: This pouch is equivalent to a Smuggling Compartment (p. 287, SR6), except you also have nipples inside. Weird!
Individuals with this quality possess monkey-or chameleon-like gripping feet with elongated, prehensile toes that enable them to climb more easily when barefoot.
Cost: 5 Karma
Game Effect: This provides a +1 Dice Reroll to all climbing and gymnastics tests; additionally, movement tests while in zero gravity gain a +2 Dice Pool Modifier.
If the individual is wearing shoes that do not accommodate the feet properly, the dice pool modifier is negated.
The individual possesses a prehensile nose or elephantine trunk instead of a typical nose and upper lip.
Cost: 6 Karma
Game Effect: More versatile than a Prehensile Tail (see above), it can be used for small manipulations or even a blunt punch using the Exotic Weapon (Trunk) skill and does (STR/2 +1) Stun damage.
When grasping, use the Strength of the character, with only whole-body muscle augmentations applicable. Fine manipulation of items uses Agility as normal.
The individual’s legs are hairy and end in cloven hooves
Cost: 12 Karma
Game Effect: They grant an additional +1/+2/+1 per meter to the movement rate of the character.
They also grant a +2 Dice Pool Modifier on attacks when used to kick or in combat.
Furthermore, they grant a +4 Dice Pool Modifier to all jumping tests.
Also known as gecko hands, these hairlike structures on the palms and feet allow the character to move along vertical surfaces like many reptilian and insect species
Cost: 5 Karma
Game Effect: They gain a +2 Dice Pool Modifier to all climbing tests, +4 if their feet are bare.
Individuals can hang onto a surface, vertical or even inverted entirely, if they have at least two sets of setae in use.
This metamorphism is found in rare changelings and in nartaki. Each level bestows a pair of additional arms, complete with skeletal and muscular support integrated into the torso.
Cost: 8 Karma per level (maximum 3)
Game Effect: This SURGE Quality increases the Body and Strength of the user by one point, additionally granting an additional Minor Action.
Every pair of arms has a dominant hand on the same side of the body. Multiply the cost of Ambidextrous quality (p. 70, SR6) by the Shiva Arms level, plus one. Individuals with Shiva Arms increase the cost of any fitted gear (p. 246, SR6) by 10% per level.
These individuals cannot make use of unadapted gear, rather than just suffering the –2 dice pool penalty that most do.
Cyberlimbs had this same cost increase, but an individual with Shiva Arms may have as many cyberlimbs as their new body plan has arms.
This increased cost only applies to the cyberlimb itself and not to any additional modifications
The character has webbed fingers and toes like a seal, duck, or frog.
Cost: 4 Karma
Game Effect: This provides a +2 Dice Pool Modifier to all Swimming Tests but inflicts a –1 Dice Pool Modifier to any fine manipulations using the webbed digits.
For qualities in this group, the character’s fingernails and toenails harden and lengthen into claws that have various usages.
Cost: 8 Karma
Game Effect: Provides a +1 Dice Pool Modifier and +1 Dice Reroll to all tests involving manual digging or moving earth.
These claws are only marginally beneficial in Close Combat (Unarmed), providing a Damage Value of (STR/2) Physical.
Cost: 8 Karma
Game Effect: These claws may be used to attack an opponent using the Close Combat (Unarmed) skill with a Damage Value of (STR/2 + 2) Physical.
Cost: 10 Karma
Game Effect: Retractable claws function as Claws (Razor) do but they can be tracted and hidden, requiring a Perception + Intuition (2) test to notice.
Claws (Digging) cannot be retracted.
In this group of qualities, a tail grows from the base of the character’s spine. It can be scaly (like a lizard), hairy (like a monkey), or hairless (like an opossum’s tail), and it is fully developed and functional. The character’s clothing must accommodate the tail to gain any of the above effects. Sitting in certain positions for long periods of time will be uncomfortable and cause a –1 Dice Pool Modifier to all actions while the character is sitting on their tail.
The Functional Tail quality is incompatible with any other tail modification or quality.
Usually between one and two meters long, a balance tail is not under the character’s conscious control. It functions instinctively by twitching, swaying, and wrapping around things at random to improve the character’s balance.
Cost: 6 Karma
Game Effect: Characters with a Balance Tail receive +1 Dice Reroll for all Athletic tests related to balance, climbing, gymnastics, or jumping.
This broad, scaly beaver-like tail can be used to steer and paddle when swimming
Cost: 6 Karma
Game Effect: Characters with a Paddle Tail receive a +2 Dice Pool Modifier to all Athletics (Swimming) tests.
This functions like the Balance Tail, except the character can control it as if it were an extra limb. The tail can pick up items, though it lacks digits and has difficulty with fine manipulation.
Cost: 8 Karma
Game Effect: Basic tasks that normally do not require tests such as pressing a button or pulling a trigger, need a Body + Agility (3) test for the character to successfully pull off.
The tail has an effective Strength equal to half the character’s Strength (round down), but it can hold the character’s entire body weight if they choose to hang from it.
Prehensile tails do not provide an extra attack.
This powerfully muscled prehensile tail ends in an array of dermal spikes and can be used for a melee attack.
Cost: 10 Karma
Game Effect: The Thagomizer may be used in a melee attack with the Exotic Weapon (Thagomizer) skill, with a Damage Value of (STR/2 + 2) Physical.
A tail of this nature is usually three meters long and fully prehensile but it stands out as it can be used as a damaging whip.
Cost: 10 Karma
Game Effect: Acts as a Prehensile Tail, in addition to acting like a Bullwhip in combat, with the Exotic Weapon (Whip) skill.
Wings have long been something the scientific and mythological worlds have been waiting to find on sapient beings. Wings require the Athletics (Flight) skill and the Magic attribute to utilize properly.
These wings transform an individual’s arms into wings, with the wrist becoming the mid-joint and the thumb possessing a sharpened claw.
Cost: 12 Karma
Game Effect: The mid-joint of the wings is not as functional as a regular hand, and any physical activity involving the use of hands has all Edge costs increased by 1.
The wings are normally feathered, but some expressions are bat-like or even reptilian.
Additionally, the individual has an altered skeletal structure and suffers a –2 Dice Pool Modifier to all physical damage resistance tests.
The sharpened claw on the user's wrist has a damage value of (STR/2) Physical.
When in flight, individuals have a movement rate of 10/40/+3.
These wings endow individuals with an additional set of appendages that form wings sprouting from the lower shoulders and upper back.
Cost: 20 Karma
Game Effect: These wings also have a claw sprouting from a mid-joint in the wing which can be used in Close Combat (Unarmed) with a Damage Value of (STR/2 + 2) Physical.
Unlike the type 1 expression, this version does not alter the bone structure of the individual, which can appear to make them more imposing by comparison.
When in flight, individuals have a movement rate of 10/30/+3.