17: Trunk. You have a prehensile nose which can hold and manipulate simple objects. It cannot be used for tasks which require greater precision, such as firing a gun or typing on a computer.
18: No mouth. You do not need to eat. You can speak telepathically; all intelligent creatures within a range of your choice (max 100m) can hear you. They cannot answer unless they also possess telepathy.
19: Zombie. Your soul stays attached to your body after you die. If you die (and your body is not totally annihilated), lower one randomly chosen physical attribute by 1D3. From now on you do not need to eat, breathe etc. but cannot increase your physical attributes anymore. Repeat this process every time you die. If any physical attribute reaches 0, your body is useless and you will have to move on.
20: Amorphous. You can change the shape (but not the size) of your body. You can take any simple blob-like shape using one action. You can transform into a perfect replica of someone or something by concentrating for 1D6 minutes.
21: Animal. You resemble an animal of your choice. Increase two appropriate attributes by +1.
22: Plant. See Animal (#21), above.
23: Enhanced sense. One or more of your senses is highly sensitive. If it is one of the common five senses you gain +2 to perception rolls when using it. Roll 1D6 to see what sense is enhanced.
_3: Taste and smell.
_5: Time sense. You can keep track of the passage of time with an internal "clock". It stays functional while you sleep, but will be disrupted if you are made unconscious through other means.
_6: Sixth sense. You can see souls and spirits, and tell whether any being you see has a soul or not.
24: Vampiric. If you feed off a particular bodily fluid from a living creature for a number of turns doing nothing else, you gain a particular bonus for the same number of days. Further feedings are not cumulative. Instead of rolling for a disadvantage, you can choose Dependance (#10) as your disadvantage and be dependant on the bodily fluid you feed on. Roll 1D6 to see what bodily fluid you must consume.
_1: Blood. The creature takes 1 damage for each turn you feed. If you feed for 5 turns in the same day the creature dies (and you must stop feeding).
_2: Saliva. You can feed for a maximum of 3 turns.
_3: Tears. You can feed for a maximum of 3 turns, assuming the creature keeps crying.
_4: Sweat. You can feed for a maximum of 4 turns.
_5: Brains. The creature will die as soon as you start feeding, but your bonus will last for 5 days.
_6: Life force. The creature takes 1 damage for each turn you feed. This damage can only be recovered through supernatural healing.
Roll 1D6 to see what bonus you get.
_1: Speed. You move twice as fast as normal. You will always have the highest initiative in combat.
_2: Insubstantial. You can move through solid matter. In one minute you can move as far as your normal move speed. If your bonus ends while you are inside solid matter, you are screwed.
_3: Healing. At the start of every day you regain 1D6 HP.
_4: Transformation. Choose one animal of bat size or smaller at character creation. You can transform into this animal at will.
_5: Life detection. You can feel the presence of any living creatures within 100m.
_6: Wild magic. Once per day you can force one creature you can see to roll on the Magical Accident table.
25: Redundant systems. You have some extra internal organs such as an extra heart, third lung, two stomachs, etc. If you die (and your body is not totally annihilated), you have a 5 in 6 chance of surviving. But the next time you die, this chance is lowered to 4 in 6, and so on.
26: Pheromones. You can attract or repulse other creatures at will. +2 to any social checks when interacting with creatures that are physically nearby.
27: Biomechanical. You can implant cybernetics without penalties.
28: Hive mind. You belong to a hive mind encompassing thousands of members of your race. You know everything that they know, and they know everything that you know.
29: Magic. You are inherently magical. You start the game with one randomly chosen 1st level spell.
30: Two bodies. You consist of two separate bodies. Make two characters with identical stats. Thye gain experience as a single character. Each character advances physical attributes separately, but advances to mental attributes apply to both characters. If one character dies, the other halves all mental attributes.
31: Natural camo. You can spend an entire turn to blend in with your surroundings and gain +4 to all stealth checks. This bonus is reduced to +2 if you move, and lost if you move to different surroundings.
32: Sonic. You can scream extremely loudly, enough to be heard for 10km, and also stun all creatures not of your race within 100m.
33: Healing fluid. One bodily fluid of yours can heal others. Roll 1D6 to see which.
_1-3: Tears. You can heal a maximum of 3 HP per day.
_4-6: Blood. For every HP you heal you take 1 damage.
34: Poisonous. You possess a poison. Anyone exposed to it must save against poison or take 1D3 damage immediately, and at the start of the next 1D6 days. Roll 1D6 to see how you deliver your poison.
_1: Bite. Unarmed attacks.
_2: Claws. Unarmed attacks.
_3-4: Spit. An unarmed attack with a range of 5m. To have effect, it must hit the head, or the target must have lost at least half its HP already.
_5-6: Blood. Same way of delivery as Acid for blood (#14).
35: Small. You have -2 HP but everyone has -3 to hit you. Roll for another advantage.
36: Large. You have +2 HP but everyone has +3 to hit you. Roll for another advantage.
37: Elemental attunement. You are never damaged by one material (water, iron, arsenic etc.) or a chemical reaction (fire, electricity etc.) of your choice. The GM must approve of your choice.
11: Elemental weakness. You are extremely vulnerable to one material (water, iron, arsenic etc.) or a chemical reaction (fire, electricity etc.) of your choice. You take 1 damage every turn you are within 1m of this element, and 1D6 damage every turn you have direct contact with it. The GM must approve of your choice.
Keep them coming!