ABCDEFGHIJKLMNOPQRSTUVWXYZ
1
NumberNameEffectsAppearance
2
1Adrenaline JunkieYou have an addiction to action!
Your Dodge and Armor cannot exceed 21. During combat, you must always spend at least one full or swift action approaching an enemy, unless you physically cannot move.
You gain +1 to all rolls each time you do something exciting, up to a max of +1. Combat does not count as exciting for the purposes of this bio-mod.
If given an opportunity to do something interesting, thrilling etc., you must make at least one attempt to do it, regardless of consequences. Otherwise, you suffer a -3 to all rolls per refusal. This penalty has no limit.
N/A
3
2AnalgesiaThe character becomes immune to pain. They are immune to non-lethal damage.
If a limb is crippled, they suffer no negatives, but take 4D20 damage each time they use the limb. This ignores damage reductions.
They no longer know how much damage they take from attacks, an SR 18 Medicine roll allows someone to determine their health to the nearest quarter.
It requires an SR 16 Medicine roll for them to determine if a limb is crippled.
N/A
4
3Arcane AllergyThe character gains 1 level of blighted, aetherealized, or corrupted each time they use an artifact or are affected by a spell. N/A
5
4BlindYour character is blind.
Attacks against the character count as sneak attacks unless an SR 15 Cognition roll is succeeded.
(If gained after character creation) -2 to Cognition
Irises become milky white
6
5Block HealingYour character is no longer healed by any of their passive abilites, enchantments, or perks.
Any healing recieved is reduced by 80%
N/A
7
6Botched VampirismGain rank 0 of the secondary class VampireYou gain two large fangs on your lower jaw and six fangs on your upper jaw. Your lips are stained red and drip red saliva. You have the eyes of someone with extreme sleep deprivation.
8
7Bowed LegsThe character's movement speed is reduced by 15 and their Dodge is reduced by 5. The character's legs are bowed to an unatural degree, making movement difficult.
9
8ClumsyThe character has -3 DexterityN/A
10
9Cracked FleshThe character has -4 to resist all illnesses, 5 levels of hemorraging that cannot be cured, and -2 Charisma. The character's skin is covered in deep cracks. Blood seeps from wounds that refuse to heal.
11
10Crazy AgingYour character ages 5x as fastN/A
12
11Crippled BackThe character has 12 fewer inventory spacesN/A
13
12Crippling AnxietyIf the character critically fails a roll, they lose a full action on their next turn. N/A
14
13Cursed DrunkFor every hour you don't drink alcohol, you suffer a penalty of -1 to Cognition, Fortitude, Intellect, and Dexterity. Drinking a bottle of alcohol restores 1 point of Cognition, Fortitude, Intellect, and Dexterity.
You are not immune to the negatives of any alcohol they drink.
If not drinking, the character becomes increasingly drunk.
15
14Cursed FormYou violently and painfully change shape to become a random creature with an EXP value of 300 or lower. You are trapped in this form until this bio-mod is removed. During this time, you cannot do anything the creature would be unable to do. Dramatic changes, they become a different creature.
16
15Cursed MagicYou cannot passive regain magic through any means other than sleep.
Sleeping only restores 5% of your magic per hour.
Sleeping for 3 or 6 consecutive hours does not increase the amount of magic gained per hour.
Your magic pool is x4 larger.
If you are a Xivix, your magic is instead doubled (in addition to your natural x4) but the amount of magic you regain from all sources is halved.
N/A
17
16DeafYou become completely deaf, and cannot be communicated with verbally.
All sneak rolls against you succeed if related to sound.
N/A
18
17Debilitating Suite Gain a random rank 1, 2, and 3 Bio-mod
If this is removed, lose a random rank 2 and rank 3 bio-mod
If any bio-mod given by Debilitating Suite is lost or removed, make an SR 15 Fortune roll, on failure gain another bio-mod that is the same rank as the one lost.
N/A
19
18Deep ApathyYou lose interest in the world. You have -4 to all initiative rolls. Apathetic expressions
20
19Degraded PsycheEvery time your character kills a being of any playable race, make an SR 6 Intellect roll.
The SR increases by 1 for each kill in a day.
Every time a roll if failed, your character's psyche permanently goes down one level.
10: Normal psyche
9: Make an SR 2 Intellect check every time you don’t do something cruel. On a failed roll, you do it anyways.
8: Make an SR 4 Intellect check every time you don’t do something cruel. On a failed roll, you do it anyways.
7: Make an SR 8 Intellect check every time you don’t do something cruel. On a failed roll, you do it anyways.
6: Make an SR 10 Intellect check every time you don’t do something cruel. On a failed roll, you do it anyways.
5: Make an SR 12 Intellect check every time you don’t do something cruel. On a failed roll, you do it anyways.
4: Make an SR 14 Intellect check every time you don’t do something cruel. On a failed roll, you do it anyways.
3: Make an SR 16 Intellect check every time you don’t do something cruel. On a failed roll, you do it anyways.
2: Make an SR 18 Intellect check every time you don’t do something cruel. On a failed roll, you do it anyways.
1: Your character cannot resist their sadistic, cruel urges, and will gleefully give in to their impulses at any opportunity.
N/A
21
20Degrading MemoryYour character's memory is slowly failing them.
Every time you try to use past information make an SR 2 Intellect roll
The SR increases by 1 every time, you take head damage.
At SR 16, you no longer roll, and can only use information from the previous and current session
N/A
22
21DistrustedThe character is always assumed to be lying. They have -4 to all Charisma and Charisma skill rolls. You look shifty, no matter how hard you try not to.
23
22Endless LethargyThe character has -2 to initative rolls and -10 feet to movement speed.
They no longer can use free actions or reactions.
They have -10 AP
The character moves slower.
24
23Erratic ActionsYou succeed your next roll no matter what. You then fail the following roll. This cycle repeats until this bio-mod is removed. The character constantly shifts in unpredictable ways.
25
24Exploited VulnerabilityAll enemies have -2 CT when targeting you.N/A
26
25Extreme FearThe character fails anytime they try to resist the Fear or Horrified status. In addition, both statuses last 1 rotation longer. N/A
27
26Extreme Limb Regression - ArmsYour character's arms shrink to the point they become non-existent.
You must have arms to have this bio-mod.
N/A
28
27Extreme Limb Regression - LegsYour character's legs shrink to the point they become non-existent.
You must have legs to have this bio-mod.
N/A
29
28Extreme Limb Regression - WingsYour character's wings shrink to the point they become non-existent.
You must have wings to have this bio-mod.
N/A
30
29Fatal LifespanThe character's life span is shortened to 25% of what is normal for their raceN/A
31
30Foot in the GraveThe character only has a single death save. N/A
32
31Forced SynchronousWhenever you inflict a status effect on someone, you gain the status effect as well. N/A
33
32Fragile DispositionThe character has -3 FortitudeSkinny with little fat and sunken skin
34
33Fragile GripAnytime the character holds an object, they must make an SR 15 Vigor roll. On failure, they drop the item. N/A
35
34Fragile SpellsAll spells last half as longN/A
36
35Frail BonesAnytime the character rolls to resist a limb being crippled, the SR is increased by 4. N/A
37
36Fumbling CasterAll spells have their AOE reduced by half (minimum 5 ft)N/A
38
37Greater Debilitating Mutations
Gain a random rank 1 bio-mod and a random rank 2 bio-mod
If this is removed, lose a random rank 2 Bio-mod
If either bio-mod given by Greater Debilitating Mutations is lost or removed, make an SR 15 Fortune roll, on failure gain another bio-mod that is the same rank as the one lost.
N/A
39
38Hand EyesYou have eyes in your palms
Holding an item or weapon means that hand is blind until you release what is in it.
Your spells have much greater accuracy, granting +2 to cast and -1 CT.
Your eyes are sealed shut
An eye appears in each palm.
40
39HemophiliaBleeding requires 2x healing to be cured and deals 2x as much damage.
The character gains 1 level of Hemoraging from any amount of damage.
N/A
41
40Hostile HallucinationThe character sees an imp, ghost, or other small creature following them at all times. No one else can see the creature.
The creature will attack the character randomly if the character is alone. It deals non-lethal damage.
Rapid pupil movement
42
41Hyper HematosisThe character has more blood that natural, anytime they take non-elemental damage they gain a level of bleeding. Swollen vains
43
42Hyper InattentiveThe character has -3 CognitionDarting eyes, easily distracted
44
43Impossibly Indecisive StrikesThe character cannot to pick out targets and weak points, decreasing their maximum AP by 50. N/A
45
44Intrusive ThoughtsThe character has -3 IntellectN/A
46
45Just UnluckyThe character has -3 FortuneN/A
47
46Language InhibitionThe character can only speak one word statements.N/A
48
47Learning InabilityGain 40% less exp from all sourcesN/A
49
48Liquid BodyThe character's body becomes entirely liquid. They cannot use or hold items, bags, armor, weapons, etc.
They gain +105 DR and +105 DR vs most elements.
They do not gain DR vs acid, magic, fire, ice, or electricity, and take double damage from these elements.
They fail all rolls to resist being frozen, and are frozen for 1 rotation if they gain the chilled status.
If they gain the ignited status, it lasts twice as long.
Potions are twice as effective on the character.
The character's body becomes entirely fluid.
50
49Low ToleranceUsing any potion gives you the toxic shock status for 1 minute.N/A
51
50Magic StrainAll spells cost 2x as muchN/A
52
51Major Acid WeaknessThe character takes an additional 5D10 damage anytime they take acid damage. N/A
53
52Major Air WeaknessThe character takes an additional 5D10 damage anytime they take Air damage. N/A
54
53Major Disease WeaknessThe character takes an additional 5D10 damage anytime they take Disease damage. N/A
55
54Major Dissonance WeaknessThe character gains 2+D4 additional dissonance anytime they gain dissonance . N/A
56
55Major Earth WeaknessThe character takes an additional 5D10 damage anytime they take earth damage. N/A
57
56Major Electric WeaknessThe character takes an additional 5D10 damage anytime they take electric damage. N/A
58
57Major Enervation WeaknessThe character gains 2+D4 additional enervation anytime they gain enervation.N/A
59
58Major Fire WeaknessThe character takes an additional 5D10 damage anytime they take fire damage. N/A
60
59Major General Elemental WeaknessThe character takes an additional 4D10 damage anytime they take elemental damage. N/A
61
60Major Ice WeaknessThe character takes an additional 5D10 damage anytime they take ice damage. N/A
62
61Major Magic WeaknessThe character takes an additional 5D10 damage anytime they take magic damage. N/A
63
62Major Poison WeaknessThe character takes an additional 5D10 damage anytime they take poison damage. N/A
64
63Major Radiation WeaknessThe character gains 2+D4 additional radiation anytime they gain radiation. N/A
65
64Major Sonic WeaknessThe character takes an additional 5D10 damage anytime they take sonic damage. N/A
66
65Major Water WeaknessThe character takes an additional 5D10 damage anytime they take water damage. N/A
67
66Minor LimbsThe character has -3 VigorLanky and thin limbs
68
67Misshapen FormArmor never sits comfortably or correctly on the character, making it easier for enemies to score effective hits.
Anytime the character takes damage, they take the maximum damage possible (before DR).
The character's clothes and armor fits improperly and exposes them in several places.
69
68Mortal AnguishAnytime the character kills something, their maximum health is reduced by 1.
If this bio-mod is removed, their maximum health is restored.
N/A
70
69Mute to MagicYour character can no longer cast spells.
All elemental damage taken is reduced by half before DR.
All magic effects (spells, radiation, magic healing, magic abilities, etc.) are reduced by half. This does not affect foods or alchemy.
N/A
71
70Muted ImpactAll spells deal 50% less damageN/A
72
71MutophageYour character's body becomes unstable and mutates at random times.
Every time you level up, make an SR 25 Fortune roll.
Every time you take damage equal to 25% of your max health from a single attack, make an SR 18 Fortune roll
Every time you take more than 100 radiation, Enervation, or Dissonance in a single encounter, make an SR 15 Fortune roll
Every time you gain a bio-mod, make an SR 10 Fortune roll (Each time this roll is succeeded, the SR increases by 3 for 24 hours)
Each time, you succeed one of the above rolls, make another Fortune roll and consult the list below.
1-3: Gain a Rank 1 Bio-mod
4-6: Gain a Rank 2 Bio-mod
7-10: Gain a Rank 3 Bio-mod
11-14: Gain a Rank 4 Bio-mod
15-22: Gain a Rank 5 Bio-mod
23-29: Gain a Rank 6 Bio-mod
30+: Gain a Rank 7 Bio-mod
N/A
73
72Negation 4Gain none of the positive effects of any rank 7 bio-mods you have. N/A
74
73No Immune SystemYou cannot roll to resist any illnesses, ailments, or status effects.
You have -2 to all rolls when trying to cure yourself of them.
Pale skin and sickly appearance.
75
74Obligate MaternityThis cannot be gained by a male
You have a daughter or egg with you at nearly all times
If they are out of your sight for more than 3 Rotations, you have -1 to all rolls and gain the Horrified status.
Any time your egg or daughter takes damage, you take non-lethal damage equal to 2x the damage dealt to your daughter or egg.
If your daughter or egg dies, you become horrified and sickened for D6 days afterwards.
If your daughter dies, or reaches adulthood, roll 2D20 each day. If all both land on 20, the character concieves. Add +1 to both rolls per month this fails.
The pregnancy progresses as normal for your race (view reprodu
ction)
While caring for your child, gain +1 Fortitude and +1 Charisma.
N/A
76
75Overly DutifulWhenever your character is given a command, or told to do/ not do something, make an SR 16 Intellect roll
On a failure, you do what they said even if you would not normally do so.
N/A
77
76Perk StarvedYou can have this bio-mod up to 3 times at once.
1: You only get perks on odd numbered levels.
2: You no longer gain perks from levels.
3: You no longer gain perks from traits, bio-mods, or any other source.
This is not retroactive.
N/A
78
77Permanent TherianThe character must have a Therianthrope bio-mod or class to gain this. The character is permanently trapped in their hybrid form. They always fail their uncontrolled shifting rolls. N/A
79
78Perpetual NewbornYour character's age regresses to newborn, regardless of their age and remains as such for the rest of their life.N/A
80
79Poor Eye SightAll spells and ranged weapons have -4 to hit and +1 CTN/A
81
80Psionic HelplessnessThe character is affected by all psionic effects used on them, Gifted or otherwise, and cannot resist any of their effects. N/A
82
81Pure SpiteWhenever your character is given a command, or told to do/ not do something, make an SR 16 Intellect roll
On a failure, you do the opposite of what they said
N/A
83
82RampancyEverytime you level up, make an SR 15 roll with no bonuses
If successful gain +1 Intellect permanently, but every time you make an Intellect roll, make an SR 3 roll.
The SR increases by 1 for every point of Intellect you have.
On failure, character gains the Insane Status for 1 hour
N/A
84
83Reaper's MarkThe character has -4 when making death saves. N/A
85
84Repressed Racial TraitA random racial trait of the character is repressed and does not function until this is removed. Various
86
85Repressed TraitA random bonus trait of the character is repressed and does not function until this is removed. Various
87
86Reverse GillsThe character is immune to suffocation.
While in water, the character immediately begins drowning.
Small gills on the sides of their bodies.
88
87Scrambled SynapsesEach time the character moves, you must state where they intend to move. The character must make an SR 4 Intellect roll. On failure, they move in the opposite direction.
The SR increases by 1 per point of Intellect the character has.
N/A
89
88SeizuresEvery 6+D100 hours, make an SR 6 Fortitude roll. On failure, your character has a seizure, making them unable to move or act for 1 minute. N/A
90
89SpellscarredYour character is permanently ‘burned.’
Damage from all sources is increased by 200.
All spells deal additional 50 damage to your character.
All of your spells deal an additional D10 damage as aether damage per CL of the spell.
If a spell affects an ally they gain 2D6 dissonnance per CL of the spell.
Burns and scars
91
90Stone BodyThe character's body is turned to stone. Their health is doubled and they gain 300 DR against all damage types.
Their movement speed is reduced to 5 feet, they cannot fly, their AP is reduced by 50, and their dodge is permanently set to 0.
The character's body becomes solid stone.
92
91Suppression ImmuneA random rank 3 or lower bio-mod your character has becomes immune to any form of suppression or removal.
This bio-mod must be cured before the affected bio-mod can be cured.
This bio-mod can be gained multiple times.
N/A
93
92Tragic FrailtyThe character automatically fails their first death save each time they enter the dying state. N/A
94
93TrustingThe character has -4 to all rolls when trying to determine if someone is lying. N/A
95
94Tunnel VisionFor whatever reason, once you choose your target, you can think of nothing else until you deal with said target.
At the start of each encounter, you must choose an enemy that you can see or that you know about. Until that enemy is dead, you can attack no other targets.
You must choose another target once the first is defeated and so on until combat ends.
N/A
96
95Twisted TongueThe character has -3 CharismaDifficulty speaking
97
96UnsubtleNo matter what you do, no matter how hard you try, the only way you do things is the overt way. You automatically fail all rolls related to Sneaking, Slight of Hand, Lockpicking, Incantation spells, disarming traps, persuasion, and deception.N/A
98
97Useless PseudopodOne of the character's arms becomes a limb pseudopod with no suckers and little strength. It can use items, open doors, etc. but cannot use a weapon or shield. N/A
99
98Water DependanceDue to your aquatic origins, your body will begin to shrivel up without water. You must partially submerge your body in water for 30 minutes once every day. After 24 hours without submerging in water, you must make an SR 16 Fortitude roll, on failure you gain one level of Dehydration. You must make this roll again every 12 hours and cannot lose the levels of dehydration until you submerge yourself for at least 1 hour per level of dehydration you have.
While underwater, you have +3 to rolls against suffocation and do not have to roll against suffocation for 2 additional rotations.
Your skin begins to wrinkle the longer you are out of water.
100
99Weak LungsThe character can only move once on their turn, cannot sprint, and has -5 when rolling to hold their breath. N/A