Creature Powers

The list just keeps growing. I seek to assign credit where credit is due; if I’ve missed an attribution of a creation of yours or a friend’s, please let me know.

Absorption

This is the creature schtick of the same name, Feng Shui, p 102.

Abysmal Spines

This is the creature schtick of the same name, Feng Shui, p 102.

Accident

You can rearrange probability in an unsettling way, or you have a subtle form of telekinesis. Make a Creature Powers roll against an opponent’s Action Result as they attack; if you beat their AR, they suffer a minor botch that causes them to take the damage of their own attack as if they were hit by it with your Action Result. This power can also exacerbate existing botches. It require that you have an action available when the opponent attacks.

Amphibian

This is the creature schtick of the same name, Feng Shui, p 102. Each extra schtick allows you to grant water breathing to one ally as long as they remain within your Magic rating in meters. (This is only for magical creatures like mermaids, as opposed to monsters that just have gills.)

Animal Control

(T3.) You can control animals. Make a Creature Powers roll against the highest attribute of the animal: one animal per point of outcome can be controlled. If the animals are domestic, their handler can use Riding or other appropriate skill as the difficulty, instead. If the animals are not present, they are summoned and seek you out, but it will take a while before the full number of some unusual animal arrives.

This power lets you control one type of animal such as wolves, cats or insects. Many creatures can control more than one type of animal, however, by buying this power more than once.

Armor

This is the creature schtick of the same name, Feng Shui, p 102: The monster is covered in hard, scaly plates.

Unnamed Creature. (Matt Smith.) For each schtick spent on this power, the monster adds one to the Outcome needed to put it down when hit. No more than +4 may be gained this way.

Example: A Reconstructed has a Dodge of 8 and one schtick in Armor. It takes an Outcome of 8+5+1=14 to put it down in combat.

Armor Killer

(T3.) When attacking characters protected by armor, you ignore the armor’s Toughness bonus. Describe how you defeat the armor. Possibilities include acid attacks modified by the occult to seek the flesh under armor, claws which can be made insubstantial until they rip flesh, or a fine mist which poisons the target.

Attack Rebound

(TotL.) Each time you are attacked in a specified way, you may attempt to rebound the attack. Your attacker makes her roll, giving you the Action Result. You then make a Creature Powers check. If it exceeds their Action Result, you can bounce the attack back at its originator. The attack is resolved as if she just attempted to strike herself— using her original roll. You can also try to bounce an attack towards a new target or perform similar stunts. The modifiers for these are applied to your Creature Powers AV. If you fail the check, the attack applies normally and you may dodge, etc.

Each schtick spent on Attack Rebound allows you to bounce one specified type of attack— see Damage Immunity for a list of possible attack types.

Awareness

(T3.) You do not need eyes to see, so you can sense victims in darkness, smoke, mist et al. You never suffer impairments or penalties for poor visibility. Others can still sneak up on you, but you can use Creature Powers instead of Alertness against supernatural forms of invisibility. Depending on how you explain this schtick, conventional sneaking might not work, but a skilled mundane sneaker can adjust his Intrusion style to fit your senses.

Taking this schtick additional times gives you the ability to sense victims even when they are behind walls. This sense has a range equal to your Magic in meters times the number of additional schticks.

Bane

(T3.) This is a slow effect, that does not have any effect during the combat but which will, in time, kill the victim. When you wound a target, expend two Magic points to infect him with Bane. Typical variants of Bane is the Mummy’s Rot and the knives of the Nazgul.

The target now is very difficult to heal. All attempts to recover Wound Points have a difficulty equal to your Creature Powers skill, and only the Outcome reduces the victim’s Wound Points. Each day, you are allowed a Creature Powers roll against the target’s Constitution, and the Outcome is Wound points the target takes. This will make him weaker and weaker, killing him in the end.

There is always some specific way to remove the bane you inflict, though you need not know what this is. Appropriate use of Divination can find out how it is done. The way to remove a bane can often be a mini-quest in itself, though strong healing powers might work. Healing performed by an attuned character at a Feng Shui site or with the correct cure also will remove the bane.

Berserk

(Originally by GrringGecko.) Impairment you suffer does not apply to your attacking AV, and in fact this AV goes up one point when Impaired, but your defense still suffers the Impairment, and is one point lower on top of that. If you do not want to Berserk, you may make a Willpower check against 5 + the amount of Impairment you are suffering, +1 if you are already Berserk. In addition, while Berserk you may use your Creature skill AV instead of your Willpower to resist effects that take control over your mind (including Intimidation).

Blind Spot

(TotL.) People do not notice you. This is not true invisibility; people who know you can spot you with ease. If someone else looks for you in normal circumstances, they can make an Alertness check against your Creature Powers AV. If successful, they can see you; others will simply blot out your existence. They will not walk into you— their subconscious steers them out of your way— but they otherwise ignore you. It is possible that deep hypnosis or mindreading magic could release the suppressed memories of your passage; they would then be able to see you the next time they ran into you. A really enterprising person may locate you by the way others avoid your space— but this is very difficult, since your blind spot makes that seem normal, too. The power will not work if you are making gross physical actions such as firing a bow, running in front of a cart, or charging someone.

Blaze of Glory

(TotL.) When you die, your body explodes. This causes a number of points of damage equal to your Creature Powers AV + 10 (before Toughness) to anyone within 1m. Anyone else within 10m takes 10 points.

Blink

(T3.) You can teleport to a spot nearby at the cost of a Magic point. You may define your special effects— you may disappear in a puff of smoke, flash of light, whatever you want. You must be able to see something of your destination, but you may ignore any intervening pits, transparent barriers, people etc. The difficulty of this check is 10, with penalties for cover and range.

A failed teleport means you materialize somewhere bad.

Blast

This is the creature schtick of the same name, Feng Shui, p 102. Extra schticks give three more special effects.

Blood Drain

This is the creature schtick of the same name, Feng Shui, p 102. It can also do different forms of damage, such as a creature with an addictive song doing stun damage against a character.

Addiction. (T3.) Your Blood Drain is highly erotic and addictive. Each day, your Target must make a Willpower roll against your Magic or try to seek you out. The same save applies if he is actually given the chance to either drink your blood or have his blood drunk by you. The addiction wears of after a number of days equal to your Creature Powers, but might return to haunt him later.

Life Transfer. (T3.) You steal Wound points equal to your attack Outcome; you heal these points, while the target loses them. There is no way to save or store up extra Wound Points.

Blur Form

(T3.) This makes you hard to see; you can sneak using Creature Powers instead of Intrusion. If the schtick is taken more than once, multiply sneaking speed by the number of schtick picks.

Your Blur Form can either work as regular Intrusion, allowing you to hide in cover and shadows, or it can work by melding you with a certain material. As long as you are in contact with this material, you are considered to be in cover, and can sneak normally. In this case you cannot use regular hiding places with your Blur Form, however. You can purchase additional materials to blend with for extra schtick picks. Examples include elements such as water or stone, but also phenomena such as smoke or crowds.

For an additional schtick, you can become visible to certain persons while remaining unseen by all others. You can speak with a person while she is standing in a crowded room, and no one else will see a thing. With this ability you can make people think they are insane.

Body Borrow

(TotL.) You have the ability to possess or otherwise control someone’s body. You must first touch your target, requiring a Martial Arts check. Then roll your Creature Powers against their Willpower + 10 or their highest AV + 2, whichever is higher. You then control their body for a number of sequences equal to the outcome. At that point, repeat the roll: if you succeed, you keep control for a number of hours equal to the outcome. A third success at the end of this time lets you keep the body as long as you wish, or until exorcised.

While in control of the body, you can use it as if it were your own. In general, use the target body’s abilities for Body and Reflexes, and your own for Chi, Mind, and Skills. You also gain access to their innate powers such as Creature Abilities, but you must uses your own skills to operate them. You keep your own Fu Powers, Weapon Schticks, Signature Weapons, and Magic Schticks. For each additional schtick you spend, you can bring one of your Attributes or Creature Abilities along with you into the borrowed body (chosen when you purchase the schtick).

If you have either the Insubstantial or Transformation schtick, you can absorb your own body into the target. Otherwise, your body remains catatonic until you return— if it is destroyed while you are absent, you have one sequence to possess another body, or you die.

If the body you are occupying dies, you are disoriented for a sequence. You have one sequence to find a new body, or you snap back to your own. Snapping back disorients you for another sequence.

You can also “hitch a ride” in another person’s body while leaving them in control. This requires only one roll; you can use their senses, but cannot control their body. They must make a Sorcery or Awareness check with an Action Result greater than your Creature Powers AV to detect your presence.

Brain Shredder

This is the creature schtick of the same name, Feng Shui, p 102.

Burrowing

(T3.) You can move through the earth by burrowing. Make a Creature Powers roll against the Toughness of the material; if you succeed, you can proceed at normal speed (not running speed) this action. If you fail, you are stuck and cannot go on. If you pick this ability twice, you create a safe tunnel that others may use.

Typical materials and their Toughness ratings are wood (6), earth, plastic (9), stone, concrete (12), metal (15 or more).

(TotL.) You can burrow through the ground at a quarter of your Move. Solid stone and concrete reduce this to an eighth. You cannot burrow through solid metal. You must decide whether your burrowing leaves behind usable tunnels when you buy the schtick. Spending a second schtick allows you to alternate between leaving and not leaving tunnels at will.

Call

(T3.) You can summon other supernatural creatures to your aid. This can be a specific named creature, or a type of unnamed creature, as specified when the power is bought. Additional types can be bought for additional schticks. The difficulty is their Creature Powers skill, and each attempt costs two Magic points. You get a number of unnamed creatures equal to your Outcome (minimum one).

You are usually on friendly terms with whatever creature you call. Unnamed creatures adore and follow you, while named creatures may have a more cynical approach to being called to help you in some foolhardy fight. Creatures usually walk off between adventures or even between fights.

Caustic Blood

(Psychedelic Goblin.) Your “blood” is foul and harmful to other beings, causing them damage when they wound you with unnarmed attacks. Perhaps your blood is acidic, molten or toxic, or maybe it’s full of tiny, flesh-eating maggots.

Whenever you are wounded in hand-to-hand combat by an unarmed opponent, they take damage equal to half of the damage they inflicted on you, rounded down.

Another version, from TotL: Burning Blood. A spurt of flaming blood automatically attacks anyone who wounds you in close combat. This is a free attack, costing no shots, and occurs immediately. The blood has an AV of 12 and a base damage of 8. Each additional schtick can either increase the AV by +1 or the damage by +2.

Conditional Escalation

This is the creature schtick of the same name, Feng Shui, p 103.

Contract

You make a voluntary bargain with a being, such as “solve my riddle and I abandon this pass; fail and I eat you”. If they hold up their end of the bargain, you must hold up yours or they get to add your Magic to their AV when opposing you. If they fail to meet your contract, you add your magic to your own AV when opposing them.

You may also force beings into a contract by laying a trap; this requires a prepared lair. Roll Creature Powers vs. their (best Chi stat or Willpower) + (best supernatural skill, including Martial Arts for people with fu powers).

Compression

A variant on Insubstantial. Your body is unnaturally flexible: while you may not be able to pass through solid matter, you can slip through cracks that your body should not be able to. You may do this by flattening out to slide under doors, oozing through screens like the Blob, or undergoing bizarre dimensional transformations that would inspire Pablo Picasso and M C Escher. Make a Creature Powers task check based on the difficulty of the feat: fitting a hulking monster into taking up only one seat in a Volkswagen Bug is a 5 (and they get a +2 to their Intimidation check when they clamber out), squeezing through a ventilation shaft or the bars on a jail cell a 10, slipping under a door, fitting into a suitcase, or rolling up like a poster a 15, oozing through a sewer grate, squeezing into a spam tin, or hiding between pages of a large book a 20. Extra schticks give you a +5 on Compression checks.

Corruption

(T3 and some local tweaks.) Infect your victims with your own supernatural essence: if this taint is left unchecked they become supernatural creatures as well.

Any victim who fails a Death Check caused by your unarmed or Creature Powers attacks must make a Magic roll with a difficulty of 10. You can spend Magic points to improve a victim’s chances, one for one. If he succeeds, he does not die normally. Instead, he turns into a monster after the passing of three midnights. This may involve physical death, or it may not.

For additional schticks, you may reduce the amount of damage it takes to cause the transformation. An extra schtick causes a check when you push them over 25 Wound Points, and two endangers anyone you damage.

You may also spend an extra schtick to speed up the corruption process. This requires a compliant or helpless victim, and usually involves a protracted transfer of demonic essence (such as a vampire feeding their blood to a human). These people will become monstrous immediately, rather than waiting for the passing of three midnights.

The victim’s game statistics generally does not change; he retains all of his previous skills. He gains half of your Creature power schticks (selected by the GM) and the skill Creature Powers skill at the default value. At first he retains his original will and consciousness. But whenever confronted by an opportunity to act in a savage or monstrous manner, he must make a Willpower check with a difficulty equal to your Magic. If he is a player, the GM temporarily takes control of the character whenever he fails a cheek forcing him to act contrary to his player’s desires. Once he has failed three of these checks his old personality is forever lost and a new bestial personality takes over. If a PC he becomes a GM character. This happens even if the creature that infected him appears to be a good entity: by definition, any creature willing to use Corruption is tainted by the foul spiritual essence of the Underworld.

Corruption remains reversible until the third Willpower check is failed. Extensive blood transfusion or the Poison Antidotes effect of the Heal sphere are typical ways to reverse the effect.

For each living and active character you have corrupted and still control you gain 1 Corruption Point. A Corruption Point can be spent at any time during a session for a +1 bonus to any AV for one action only. Multiple Corruption Points can be spent on the same action. Your pool of Corruption Points returns to maximum value at the beginning of each session. It can never be higher than your Magic attribute.

If you spend an additional schtick on Corruption you gain the ability Domination with no Magic point cost and at a +6 bonus to your Creature Power AV: this specialised form of Domination can be used only on characters who have become supernatural creatures due to your Corruption ability.

Counter Escalation

(T3.) When you are attacked by several opponents, you may counterattack each of them. This means that you get more attack power as the number of attackers increases. You must use a separate attack (limb, blast, creature power, whatever) against each foe, so this power is mainly useful if you have a wide range of attack powers. Goes well with Really Big.

Crawling Claws

Your body parts continue to operate, even when detached. If someone chops off your hand, it will continue to attack on its own, using grapple or claw attacks. A removed eye will allow you to see whatever it is pointed at. This does not grant you any special healing or damage immunity; however, if you have two schticks in Crawling Claws, your body parts become removable. You can pop them off and snap them into place without taking any damage— but if someone eats your hand or whatever while it’s crawling around, you’re out of luck.

Damage Immunity

This is the creature schtick of the same name, Feng Shui, p 103.

Damage Transfer

(TotL.) By touching someone, you can transfer Wound Points between the two of you— you get better, and your target takes damage (or vice versa, if desired). This requires both a Martial Arts and Creature Powers check agains the target’s Dodge AV. You can transfer points equal to your Creature Powers Outcome, plus 5 Wound Points per schtick spent on Damage Transfer. This number cannot exceed the number of Wound Points available, however. No rolls are required on a willing target, and you can transfer as many points as you want.

Darkness

(T3.) You can create a field of darkness centered around yourself, with a radius equal to the Action Result. It lasts until the end of the sequence. If the schtick is taken more than once, it stays on one complete sequence per extra schtick pick.

Creatures relying on sight suffer a two-point impairment on all actions while inside the darkness, and any ranged attack or action into the area suffer a –2 modifier. Creatures with Darkness or some dark sight ability ignore these penalties.

Death Grip

(T3.) Once you have launched a successful attack upon a target, you may elect to use Death Grip, making that attack continue regardless of what you do. When you do this, you lose the use of this attack mode until the Death Grip is finished.

After each of your victim’s actions (except defensive actions), and at the end of each Sequence, you are allowed a Death Grip attack. Your victim can avoid most attacks by remaining immobile. This attack works the same way as the original attack, but automatically hits. The difficulty is the same as for the original attack, any negative outcome is simply subtracted from the damage caused.

Killing you will not release the Death Grip. To release it, you must either give it up (a 1-shot action), or an attribute roll matching the Damage Value of the Death Grip attack must be made, with the same attribute the Death Grip itself is based on. So, a Magic-based Death Grip is defeated with the Magic attribute, a Strength-based Death Grip with Strength, and so on.

Death Resistance

(T3.) For each schtick you spend on this ability (up to a maximum of three) you gain a +3 bonus when making Death Checks. You also ignore impairments for damage taken.

An unnamed creature with this power will continue to fight after it is “killed”. It will take one extra “kill” to put it out of action per schtick it has, but the end of each sequence after the first “kill” counts as one such “kill”.

Unnamed Creature. (Matt Smith.) A monster with this schtick may make a Constitution check with a difficulty equal to the Outcome of an attack that would put it down. If successful, the monster keeps fighting. For each additional schtick the monster gets a +1 to the Constitution check, up to a maximum of +2.

Example: An Underworld Demon with Death Resistance x2 is hit with an attack with an Outcome of 9. The GM rolls on the demon’s constitution of 7, adds one for the second schtick in Death resistance, and rolls a +2 for a result of 7+1+2=10. This is greater that the Outcome of the attack the demon took and it keeps fighting.

Dematerialization

(T3.) You can dematerialize and materialize, thus suddenly disappear, only to reappear later at an opportune time. Where you spend the time between materializations is irrelevant, perhaps you go to the underworld, perhaps you become astral or step out of the time flow. The GM might design special scenarios in this off-world, but don’t count on it.

For each time you pick this schtick, you can dematerialize once per session, effectively disappearing from the story. Dematerializing is done at the end of any sequence. You go wherever it is you spend your time “off”, and cannot be affected in any way, except possibly with the sorcery summoning effect Invocation.

You reappear at the gamemaster’s discretion, usually at the end of the scene or fight when you dematerialized. You have no direct control over this, though you can specify an event, place, person or item as an “anchor” that seems to draw you back. Examples include avenging ghosts that appear at the scene of a rape or haunt the wearer of a sword. Dematerialization can be used to overcome travel obstacles: it is hard for a golem to walk onto an airplane, but when your pals go to New York city, you can dematerialize and then conveniently materialize when they arrive. You can only appear as directed by the story, however.

Dispel Magic

(T3.) You can negate any Chi-based ability with a duration that you encounter. Make a Creature Powers roll against the AV that generated the effect you wish to negate, this can be Creature Powers, Sorcery, Arcanowave devices, Martial Arts or perhaps some other skill. If you make it, that power is negated. If you try this on magic affecting someone, you must also beat his Dodge, and people nearby can try to defend an object. You cannot remove permanent magics, but can tell how it is done. See the Remove Curse under the Sorcery schtick Divination for more on negating permanent magic.

Domination

(T3.) You can overcome the wills of others and force them to do your bidding. You must be able to see the victim of the Domination in the eye, and he must be able to see you. (A two-way video link is acceptable for example). You spend a Magic point and make a Creature Power check against your victim’s Willpower. If you succeed then your victim makes a check with his highest AV, the difficulty is the AV of your Creature Powers. If your victim succeeds then your Domination attempt fails. You can spend extra Magic points on this, multiply the duration by the number of Magic points you spend. Dominating mooks can last much longer, depending on their strength of purpose.

If you succeed your victim must follow your orders. In an intense situation, such as combat, the instruction only lasts one sequence per point of outcome. Otherwise, it lasts about ten minutes per point of outcome. These orders need not be voiced; the victim will intuitively understand what you want him to do and attempt to fulfill the spirit as well as letter of your commands. The victim will not engage in directly suicidal actions but will follow other commands that involve severe risks.

Your victim will recall being dominated but will not remember specific actions undertaken while dominated. These memories can be recovered through hypnotic regression or intensive use of Sorcery et al. You can spend extra schticks to cloud your victim’s memories still further.

One extra schtick; Victim will have no memory of being dominated but will be aware of a chunk of “missing time” if he has reason to think about it. Two extra schticks; Victim’s memories of the domination can’t be recovered, period.

There is a special variant of the Domination schtick described under Corruption.

Dream Ride

You can enter a person’s dreams if you have close proximity (within arm’s reach or touching them, depending on your special effect) and create dreamscapes. Extra schticks can buy: the ability to do harm in the dreamscape or the ability to work through a token such as a portrait from life or a garment worn by the target. (Three schticks is truly nasty.) Damaging dreams do a number of Wound Points equal to your Creature Powers Action Result, reduced by the target’s Willpower.

Dual Attack

This lets you combine two kinds of attacks: generally one Elemental Attack or Blast: Hindrance and a normal damaging attack. Foul Spew is another option. You must specify the combination when taking Dual Attack, but you may specify several combinations for additional schticks. Both attacks require only one attack roll.

Specify one of the attacks as primary; if this hits, make a second roll and add this (instead of the attack Outcome) to the second damage rating.

Eat Anything

Eat Anything is the sort of power that RuneQuest trolls have some of: they can live on pretty much anything. With one schtick in Eat Anything, you can consume most varieties of matter for nutrition— rocks, wood, you name it. Some things may still have an interesting flavor. You gain +3 damage when chewing on something you can get your molars around. (This is generally difficult in combat.) You can still be poisoned by certain exotic poisons. Two schticks in Eat Anything renders you immune to poisons absorbed through the mouth and stomach, and allows you to consume up to a week’s nutrition at one go, possibly in violation of the apparent capacity of your gut; your extra molar damage is a total of +6. Three schticks in Eat Anything allow you to consume your entire body weight in matter or a month’s needs in food at one go, whichever is larger, and there will be magicians who are really curious as to where it all goes because you don’t get that much heavier. Your extra molar damage is a total of +9.

Elemental Aura

You can surround yourself with a harmful aura, or you have sharp spikes and spines all over you, thus dealing indiscriminate damage to anything near you and to anyone who attacks you in close combat; this damage is equal to your Creature Powers AV, minus their attack outcome. Thus, a poorly executed attack is likely to cause them more harm than it does to you. You gain +2 damage in melee combat for each schtick, and for each schtick past the first deal an extra +2 to those who attack you.

Anyone with Damage Immunity to Blast/Unarmed Combat (for Magic/Strength based effects) or the element you picked is immune to Elemental Aura. The aura can also be avoided with ranged attacks and creative stunts, but these are left to the player’s creativity to come up with.

Enchanting Song

You can sing an enchanting song that mesmerises the weak-willed and brings them into your grasp. Depending on the level of power, you may induce them to seek out your music, perhaps even to the extent of ignoring such trivialities as not being able to survive in your environment, or perhaps you can cause your victims to dance to exhaustion. Compare to Hypnosis and the Enchantment side of Influence.

Enigma

You have an unusual insight that resonates between all that you perceive in the mundane world and deep levels of the transcendent realm. Roll Perception + Creature Powers for the level of effect. You can gain insight into matters like geasa, quests, reincarnations, and fates.

Entangle

Based on Foul Spew/Glutinous Goo. You can cause nearby plants to seize a target, growing to do so if necessary. The target can escape with a Strength check vs. your Creature Powers, and can make Martial Arts checks to shift position and use items. For two schticks, you can instruct the plants to squeeze the target for five points of damage (bypassing Toughness) per sequence.

Envelop

SchticksImpairment
1Can act as normal
2–2 to all AVs
3–3 to all AVs, +1 to all shot costs

(TotL.) This allows you to wrap around, absorb, or otherwise swallow someone whole. Unnamed characters are incapacitated or killed (your choice). Named characters continue to take 5 Wound Points per sequence (bypassing Toughness and armor). Your victim’s ability to continue acting depends on the number of schticks you’ve spent on Envelop, to a maximum of 3.

You can hold more than one victim at a time. The number of victims you can hold is equal to the number of schticks you have in Envelop plus the number of schticks you have in Really Big; however, each additional person lowers the impairment shown on the chart by one step.

Anyone attacking you risks damaging the victims you have swallowed. Unless an attack made against you has an Outcome of 2 or more, one of your victims takes half the damage (though you still take full damage).

Extra Arms

(Psychedelic Goblin.) You have an extra pair of arms on your torso for each schtick you spend on this ability.

Each extra pair of arms allows you to perform an extra 3 shot action in that sequence, using that pair of arms.

Each extra pair of arms enables you to attack an extra opponent with no penalty in hand-to-hand combat.

A practical limit of 2 extra pairs of arms has been set. Any more than that would merely obstruct each other or become uncontrollable. Extra arms also have other uses like allowing you to carry more weapons, etc.

False Images

(Will Timmins.) Vaguely similar to Transformation, but the new forms are not real, and the Schtick may be used to take any form wished on each use. Using False Images to take a form requires a task check on Creature Power against a difficulty of 8. If the Outcome is negative, this is the number of shots that your Image is in flux until the new Image takes.

Whenever someone viewing the Image has a good reason to be suspicious of it, that person may make a task check vs Creature Power of the user. If this succeeds, the character gets a strong feeling that the Image is false, and a rough feeling (based on the Outcome) of what the real being may look like.

Task check uses: Willpower, Perception, Magic, Sorcery (if has Divination or Summoning schticks).

Skills such as Police, Detective, Journalism, Seduction, and Medicine may be used under the right circumstances.

Sorcery may also be used if the Sorceror is using Influence on the creature. Creature Power may be used if Corruption or Domination is being used on the creature.

The sorcerous special effect of Divination “Revelation” uses Creature Powers as difficulty, but success sees through the Image completely.

Note that False Images does not make the creature any harder to see, and the size of the image must be at least roughly similar to the actual size of the creature (+/– 30%).

Any time Impairment increases or damage is taken equal to or greater than the user’s Creature Powers level, another Creature Powers task check must be done. If failed, this is the number of shots the Image is somewhat disrupted.

There are always at least three characteristic things wrong with the false image, two picked by the player, one by the GM. Examples include eyes of the original being, hands of the original being, voice of the original being, shadow of the original being, stench of the original being, footsteps are burnt, reflections show original being, moves as original being, ...

If a limitation can be noticed by a character (I.E.: eyes of the original being not covered up by sunglasses), the character gets a task check, at +2, to “see through” the Image. Limitations can be compensated for, somewhat.

With one extra schtick, remove one of the player-chosen limitations. With two, remove both player-chosen limitations. There are no further levels of False Images.

Fear

You can provoke a fear response in thinking beings. Treat it as an Influence/Enchantment check with your Creature Powers to “Run away in panic!” One schtick affects everyone within your Magic rating in meters. Each additional schtick expands the area by a power of 10 up to the GM’s tolerance.

Flight

This is the creature schtick of the same name, Feng Shui, p 105. See also Wings.

Foul Spew

You can spew a nasty substance. Choose one substance among those given below. If it hits the ground, it forms a one-meter diameter puddle. People standing in the puddle have time to step out as it forms. The puddle has no game effect after the end of the sequence, but is still there and still foul until cleared away. Spending a Magic point when creating the puddle insures it lasts at least as long as the fight.

There are many creative uses for this power, such as the creation of traps, obscuring of windshields, psychological warfare and so forth. The base effects is one of the following.

Nauseating Chunks. Your foul vomit causes others to lose control of their intestines and actions. A target hit or who stands in it must make a Constitution roll against your Magic as he tries to take an action. If he fails, he gags and simply loses the shots he intended to use for the action, no movement or action is successful. Damage Immunity to Water or Poison rather than Blast protects against this.

Slippery Slime. You emit a slippery substance. Anyone hit by it or stepping in it must make an Agility task check with your Magic as the difficulty in order to avoid taking a fall. Any movement or actions contemplated automatically fail in this case. Damage Immunity to Water or Earth rather than Blast protects against this.

Web. You emit a sticky substance, also known as glutinous goo, though a monster with Harmless Appearance might have it be cotton candy. Anyone hit by it or stepping in it must make a Strength task check with your Magic as the difficulty in order to free himself from it (a 3-shot action). Until he does so, he cannot move about or use Dodge, but he can still parry. This means he must use active defence, or defend using his Agility only. Damage Immunity to Water or Earth rather than Blast protects against this.

Gas. A cloud of noxious vapour is projected in a diameter equal to your Magic attribute. It does no immediate damage. Anyone inside this area suffer your Magic +2 damage, resisted by Constitution, for each time they take an action inside the cloud. The cloud is clearly visible, but transparent, and lasts until the end of the Sequence unless you spend a magic point, in which case it lasts until dispersed (at least a few minutes). Damage Immunity to Air or Poison rather than Blast protects against this.

Stinging spray. You spray a caustic substance that stings the target, causing skin to itch, nose to run, and eyes to water. If you hit, make a Creature Powers check against the opponent’s Constitution. Your Outcome is the number of sequences they will suffer a –2 impairment.

Gotcher Arm!

(Originally by Grringgecko; T3.) Make a standard Creature Powers attack at an opponent’s arm (or equivalent manipulative limb). If you hit and your Outcome + Magic matches his Constitution, you pull off that limb. The opponent will lose a number of shots equal to your Outcome in surprise if they haven’t seen or weren’t expecting this attack. The limb can be used as a soft club (Str +2), with a special +3 AV bonus against its former owner.

This schtick is based on supernatural powers, and as such the limb can be put back into place by its owner as a 3-shot action (when recovered).

Harmless Appearance

“It is the rabbit!”

By default, beings with creature powers tend to look dangerous, whether in the subtle menace and fangs of a vampire or the massive talons and shining scales of a dragon. Creatures with a schtick in Harmless Appearance do not appear very dangerous in their native form; even a creature with Really Big would be Really Big With Great Sad Eyes And Floppy Ears. Any Abysmal Spines are retractile or not obvious when you smile or otherwise only show up in combat, the Armor is hidden under fat or fur, and any powers of Foul Spew you may possess are not evident upon your sweet breath. Suspicious people may note that you are of a respectable size or have a vague resemblance to a more dangerous creature, like a sheepdog does to a wolf.

With two schticks in Harmless Appearance, the character seems completely harmless, on the order of a fluffy lop-eared rabbit. Only the truly paranoid (or those who have seen you in action before) could find you dangerous.

The GM may rule that a particular sort of creature may not take Harmless Appearance— it is inappropriate for a dragon or giant spider, for instance.

Healing

You can heal people, possibly with transcendent energy or magical saliva, using Creature Powers much like the Healing skill.

Hypnosis

You can cause others to fall into a trance, stopping all coherent action, even in the middle of combat. How they behave depends on the effect you bought, see below. Attack victim's Willpower or Dodge. As a 3-shot action, targets can make a Willpower roll vs. your Magic to break free. This is the only action allowed to them. If they are damaged while hypnotized, they get an extra resistance roll, adding the number of Wound Points taken to the Willpower roll.

Damage Immunity to Influence or Blast protects against this.

In non combat situations, targets will only get one Willpower roll unless something drastic or dangerous happens.

Berserk. Target moves up to and attacks a random nearby person. He will continue to attack a new random person on each action. Give an equal chance to each target within Move meters, or roll opposed Fortune rolls. The target will use whatever attack he is best at, but never attacks at range, even if his best attack is a ranged attack he will move up close and personal before using it. If his Move is insufficient to engage anyone, he moves at normal Move in a random direction, howling in rage. After each action, he may make a Willpower roll to break free.

Charm. Charmed targets are helpless and slowly walk towards you. When they arrive they do nothing useful. Usually used to attract people into dangerous environments or to set them up for an attack.

Fear. Fearful targets run away at double Move, stopping to quiver in fear once out of your presence. They still gets to resist each action. Hold Held targets do nothing except resist. Variants cause target to do some nonsense activity, like sing, mimic your movements or pray.

Idiocy. Target walks in a random direction.

Confusion. Confusion is a chancy variant of Hypnosis, where your target's reactions are random and unpredictable. Roll 1d6 for each affected target, and see what kind of Hypnosis affect him.
1d6Effect
1Berserk
2Charm
3Fear
4Hold
5Idiocy
6Idiocy, reroll next sequence

Illusion

With one schtick you can cloak yourself in a simple illusion, impersonating people, blending with walls, etc. Extra schticks allow making illusions solid, creating illusions external to yourself, creating independently moving illusions, building unreal landscapes, and so on. Shapeshifting using illusions often leaves a telltale flaw on some islands. (Think of kitsune and western-style faeries...) The Blast effect Specter will enable them to actually attack. Illusions usually match your Creature Powers against an opponent’s Alertness or relevant skill (e.g. Ranging for a natural animal).

Immortality

When you begin to die after failing a Death Check (this is after all attempts to use Inevitable Comeback have failed), make a Supernatural Creature Powers check in place of the Medicine check that would normally be made to attempt to save your life. If this check succeeds, you disappear, much as if you had been using the Dematerialization schtick, only to reappear in a later session.

Creatures with this power always have some unique nemesis, and if this method or item is used to kill them, Immortality will not work.

Immortality kicks in some time after the fight where you were killed. If somebody decides to give your corpse a parting shot, it dematerializes right after that attack.

Note that spirits and entities without this schtick are in trouble if they fail a Death Check and no mystic healing is around, as a normal doctor cannot help them. A doctor can save the life of a normal supernatural creature, one that is not a spirit or entity.

Inevitable Comeback

When you begin to die after failing a Death Check, make a Supernatural Creature Powers check in place of the Medicine check that would normally be made to attempt to save your life. If you succeed you instantaneously die in the middle of the combat, or so it seems to any outside observer. You return to life 10 Sequences later, with your current Wound Points reduced to 5. You may do this once per session per schtick spent on this ability. However, your Wound point total when you recover increases by 5 each additional time you use Inevitable Comeback; you can have no more than six schticks of Inevitable Comeback.

An unnamed creature makes its check against the highest Fortune among the opposition, and returns to life whole and sound. Keep track of the number of inevitable comebacks available to the whole group of unnamed creatures, but don’t bother to keep track of which ones belong to what creature.

Unnamed Creature. (Matt Smith.) A monster with this Schtick makes a Constitution Check at +5 against the attack that put it down, as described above. If successful the monster falls down and appears dead, but will get back up 10 sequences later. It now has a –1 to the Outcome needed to put it down, i.e. most monsters will now go down on an Outcome of 4 instead of 5. The Monster may do this once per session per schtick spent on this ability.

Example: A Reconstructed goes down in a battle against a PC and makes its Constitution check. It pops back up 10 sequences later, long after the PCs have left the area. But it’ll be back in the next fight scene to the annoyance of the PC who put it down in the first place.

Inhuman Leap

(Golden Comeback.) You can leap 4× your Move in 2 shots and reduce falling damage by your Move score.

Insubstantial

You may pass through solid matter by making a Creature Power check. The difficulty is 1 for each inch of thickness of the matter you are passing through. (Feng Shui.) You pick four substances you cannot pass through and the GM picks a fifth, extra schticks reducing the substances. (T3) You must specify a type of matter you cannot pass through; this should be a broad category like “metal”, “stone” or “living matter”. An extra schtick pick can reduce this to a single, definite substance such as “lead”, “bedrock” or “living bodies”.

Note: This does not make you immune to damage; buy the Damage Immunity schtick for that.

Invisibility

You can become invisible as a three-shot action. While invisible, you can sneak using your Creature Powers AV like Intrusion, and opponents relying upon sight take a –4 to their AV to hit you. With two schticks, you can attack while invisible.

Lethal Impression

Upon first seeing you, creatures are automatically subject to one of your attack forms, which must be available to you and decided upon when Lethal Impression is bought. This effect cannot be used normally, and must be purchased a second time if you wish to use it without the link to Lethal First Impression. All normal range and other penalties apply, so in some cases the automatic attack may be less effective, or even impossible.

Examples of this is the nauseating stench of the a ghast, the withering of the ghost or the gaze of the medusa. You can turn this power off, but it takes some special effort (such as a mask, strong musk, robing yourself etc.).

Loyal Horde

(John Sullivan.) Loyal Horde is a creature power intended to simulate things like that mass of big scary rats Dracula has in some versions of the story and similar things.

I’ve tried really hard to keep this from being cheesy, and would appreciate opinions as to whether I’ve succeeded. The horde doesn’t do much damage in combat, except with several levels. It’s really intended mostly for atmosphere and things like scouting and spying missions, freeing you by chewing through the ropes, distracting spellcasters and getting blasted instead of you, and so on.

In combat, since it does so little real damage, I expect it would mostly be used for taking out unnamed characters, which is good. You don’t want the heroes to be too seriously inconvenienced by a bunch of pissed off alley cats.

You have a group of animals of a single type that are permanently and completely loyal to you. Within the limits of their capabilities, the horde (swarm, pack, what have you) will do whatever you ask of them, even if it requires them to sacrifice their lives. Note that this does not give you control over all members of a particular species, only the individual members of your horde. If some or all of those members are destroyed, the horde will be temporarily weakened, but will be back to full strength by the next game session.

You can communicate intuitively with members of the horde while in their presence, but do not have direct control over their actions or the ability to see through their eyes, etc.

The horde will appear when you summon them unless you are in some place they could not possibly reach (GM’s discretion, but depending on the type of animal there should be relatively few such places since the animals will do whatever they can to answer the call. Within a high rise building, a swarm of bees might suddenly come pouring through the ventilation shafts, etc.)

In combat the horde can attack using your Creature Powers score as its AV and doing 3 points of damage per schtick spent on this power. Ordering your horde into battle is a 3 shot action, but these orders can be complex enough to designate everybody on the other side as an enemy, and the horde will then attack any members of the opposing side as opportunities arise without further involvement from you. If you wish to change their orders in mid-combat, to designate a specific target for example, you may do so as another 3 shot action. In the absence of other orders, your horde will automatically attack anybody involved in close combat with you.

The number of creatures in your horde depends on the type of animal, with hordes of larger creatures having correspondingly fewer members. As a rule of thumb, assume that for each schtick spent on this power, your horde has about the same mass as a human body. Thus, if you choose large dogs, your horde might consist of only 2 dogs per schtick, while a horde of cats or large birds might have a dozen members per schtick, rats 25 or 30 per schtick, and a swarm of bees hundreds per schtick. (Two creatures is the minimum number of members of a horde and so you can’t choose any creature larger than a good sized dog. No prides of lions.) You can spend a maximum of four schticks on this power.

Transformed animals may also take this schtick, limited to the type of animal they formerly were or are descended from if the GM agrees that a horde of this kind of creature makes sense. (Elephants, or Dragons for example, definitely do not.)

A note on hordes of poisonous creatures: Your horde comes with all the usual capabilities of the creature in question. However, they are not intended to do more damage than the horde schtick would give them. Therefore, if you select a poisonous creature with the ability to seriously injure or kill a person (rattlesnakes, scorpions, etc.) you must also buy one level of the Poison ability for the horde for each level of Loyal Horde.

Magic Resistance

For each level of this schtick, you have a +2 bonus to resisting magical effects. This makes mind control harder, counts as +2 Armor against Blasts, and so on.

Poison

You secrete a toxic venom of a particular type. There are many types of poisons. Use the Guidelines for Blast, specifically Disease, Drain, Paralysis and Subjugate, for creative ways to use poison. When you buy this power, you get one poison effect and one delivery method. Your repertoire of either can be increased with extra schticks. The base damage is 10, +2 for each extra schtick.

When somebody fails a Death Check caused by a non-lethal poison, they usually do not die. A paralyzing poison would cause either total rigidity or muscle collapse. Poisons can also cause sleep, disease-like symptoms or coma. Such a subtle poison require a Medicine or Investigation check vs. your Creature Powers AV to realize what happened.

Blood. Your blood is poisonous. By inflicting a Wound Point on yourself, you can poison a weapon, using the rules for Spines, below. Anyone drinking your blood is poisoned as under Gland, but it is real hard to fool someone into drinking your blood.

Gland. You can milk a gland in one of your extremities to produce a poison which must be ingested to take effect. When poisoning someone out of combat, you must first maneuver him into a situation where he would be exposed to the poison. Then beat the Perception or Medicine of any observers with a Creature Powers check to see if somebody notices the poison. Your victim must then make a Death Check using Constitution or Medicine skill with a difficulty equal to your Creature Powers AV. After half the time till death has elapsed, your victim becomes violently ill, but before that, there are no obvious effects.

Lips. Your kiss is lethal. This could be another sexual organ if you prefer. Any sexual contact will transmit the poison. This poison cannot be communicated in combat, but there is also no obvious sign of it. Otherwise use the same rules as for Gland, above.

Skin. Your skin is poisonous, but you must rub your skin against the victim for several minutes for it to have any effect (a handshake won’t do it). This poison cannot be communicated in combat, but there is also no obvious sign of it. Otherwise use the same rules as for Gland, above.

Spines. You have long cobra-like fangs, hollow spikes or some other protrusion to inject your target’s body with venom. If you have Abysmal Spines or Tentacles, they can be your method of injection. You must damage your opponent, causing at lest one Wound Point. When you damage somebody with a poisoned weapon, the poison will inflict additional damage at the end of the sequence. A victim only takes damage from the worst poison at the end of each sequence. Thebase damage is your Creature Powers AV, and the victim soaks using Constitution or Medicine skill.

Spit. Like a spitting cobra: spit poison at someone at hand-to-hand ranges with a Creature Powers check, or up to your Magic rating in meters at –2 AV penalty.

Possession

Possession is an attack that only works in close combat and that does Magic +2 damage, soaked by the victim’s Charisma. A target that fails a Death Check caused by Possession does not die, however, instead you take over his body. Your own body disappears. Any Wound Points you have suffered remain, while the victim’s wounds disappear.

While in the victim’s body, you use all your own attributes and skills, you only assume the appearance and mannerisms of your victim. You can access the victims memories, and act out the part using Creature Powers instead of Deceit. Your victim can try to interact with you but this takes time as his thought processes are slowed down except under extreme duress. You can let your victim regain control over himself, seemingly abandoning his body, though you can reclaim control at any time.

If you are killed while possessing a body, both you and the host dies, but if you have Immortality or Inevitable Comeback, your own body can be restored. The sorcery Summon effect Exorcism is the safest way to remove a possessor from a host. If you voluntarily leave a host, you can choose to kill it, in which case it must make a Death Test with a difficulty equal to your Creature Powers.

Taking this schtick several times allows you to use one skill, attribute or schtick of your victim per extra schtick pick. Which attributes you want to use must be decided upon first possessing the body. You can use such schticks with the Creature Powers skill.

Possession as a creature power is not identical to the Sorcery Summon effect Possession.

Rancid Breath

This is the creature schtick of the same name, Feng Shui, p 106. (Martial Arts attack w/ base damage 10, +3 per extra schtick, vs Constitution rather than Toughness + Armor.)

Really Big

(Trevor Placker.) “When I say ‘hulking henchman,’ I mean it.”

You’re Really Big. This means you can crush mortals like jelly, shrug off sword blows, and take great lumbering strides, but you’re maybe not so good at springing nimbly out of the way of man-pack missiles. Mechanically, each level of Really Big gives you +2 Body (and all secondary attributes of Body), but reduces your Dodge value by 1. Each level also doubles your mass, so if the standard monster is about human-sized (50–100kg), one level makes you 1–200kg, two levels makes you 2–400kg, three level 4–800kg, and four levels (the maximum allowed for PCs) up to 1.6t. This may cause you problems with doorways, floors, furniture, and nutrition, but no one ever said it was easy being a monster.

Optional: for unnamed monsters, each level of Really Big decreases Dodge by 1, but increases the Outcome needed to take you out by 1.5 (round down, so +1/3/4/6 for 1–4 levels of Really Big).

Regeneration

Your Wound Point total decreases by 1 at the beginning of each Sequence. If you take several schticks in Regeneration you regenerate more; two schticks regenerate your Constitution in points, three schticks regenerate half of all Wound Points taken and four regenerate all Wound Points at the beginning of each Sequence. You are limited to four schticks in Regeneration. Wound Point totals may not be reduced below 1. This ability stops working when you fail a death check until you are again in action.

Unnamed creatures that are put out of action but who have regeneration are just laid prone; make Regeneration checks at the end of each sequence, adding their number of Regeneration schticks to an open-ended roll. The difficulty of regeneration is the number of sequences of the current fight. If it makes this roll, it returns to the fight whole and sound.

Normally, damage inflicted by acid, fire and similar disrupting attacks cannot be regenerated. You may elect to have some other forms of damage that cannot be regenerated, instead.

Unnamed Creature. (Matt Smith.) At the beginning of a sequence, the GM should count the number of downed monsters with Regeneration and refer to the following chart:
# SchticksFraction Getting Up
1one-sixth
2one-fifth
3one-fourth
4one-third
5half

Any successful attack with an Outcome of 5 or better on a downed monster will keep that monster from regenerating for the rest of the session. Remember that immobile targets have a dodge value of zero.

Example: At the beginning of the sequence, 13 hopping vampires (with Regeneration ×2) lie strewn across the battlefield. Three get up and hop after the heroes.

Second Head

(Psychedelic Goblin.) You have two heads. This enables you to look in two different directions at the same time, and concentrate on two separate tasks with no penalty. You also gain +2 Perception, and Continuous actions have no shot cost for you. In addition there is no penalty for using ranged weapons against 2 separate targets simultaneously, providing you can make two such attacks with separate arms.

Sense Chi

You can sense Chi. You can detect magic and identify Feng Shui sites. Whenever somebody uses a Chi-based ability nearby, you can make a Creature Powers roll against their relevant AV to sense it.

Sense Virtue

You can sense when anyone does a particular type of moral or immoral act nearby, selected when the power is bought. Generate a Creature Power total and compare it to the target’s Willpower; you will know the performer’s exact location for an hour per point of outcome.

Taking this schtick several times either allows you to sense several types of sin or virtue, or gives you a mystic contact with the victim, allowing the use powers without even seeing him, as long as you can sense him with Sense Virtue. With one extra schtick you can use other powers normally requiring line of sight. With two extra schticks, you can use powers requiring touch.

Typical sins as defined by this power are; Lying, stealing, gluttony, infidelity, murder, ambush, sorcery and arcanoweaving. Even seemingly “good” acts that contradicts your own moral code, such as fighting diseases you wish to spread, can be a sin.

Detect Evil. You can sense characters and creatures who are aligned strongly against you. For most supernatural creatures, this includes monster hunters and general do-gooders and busybodies, but an angelic creature would sense more conventional “evil”. Examples include religious opponents, heretics, atheists, meat-eaters, communists, criminals and similar broad groups that are anathema to you. You cannot spend additional schticks to gain power over your evil opponents.

Find Champion. A variant of Detect Evil, that detects potential followers of your own credo. Highly useful for finding potential recruits for Corruption. You can take additional schtick picks in this variant.

Shape Steal

By obtaining skin-to-skin contact with another person (attack by making a Creature Powers check, or allowing them to hit you), you can take on their form. Changing forms takes 3 shots. When you shift, you may also change 1 kilogram of nonliving organic matter or 100 grams of nonliving inorganic matter per Magic point as you shift; this allows you to mimic clothing and jewelry, though armor could be tricky. If you need to mimic exotic materials and weren’t wearing any before the shift, you will wind up with fakes that look right at a glance. If you need to get fine details right (mimicking a signet ring), you will need time for careful observation and will need to make a Creature Powers check for the quality of mimicry.

One schtick gives you the ability to assume humanoid forms from dwarf to ogre. A second schtick will allow you to assume animal forms ranging in size from a mouse to a light riding horse. Extra schticks beyond that will allow you to mimic supernatural creatures; each schtick allows you to duplicate one power of another creature. (On some islands, this can duplicate outright supernatural qualities such as fiery breath; others may only permit physical attributes like Armor, Abysmal Spines, Tentacles, Really Big, Wings, and so on.)

If you take Shape Steal at character creation time, you must decide whether your character has a natural form or not. If you character does not have a natural form, you may only take powers that can be explained as working when you are shifted: Regeneration, Armor bought with a regeneration special effect, Absorption, Damage Immunity, and so on make excellent sense, but Abysmal Spines and Tentacles don’t. These Creature Powers operate all the time.

Silence

You can make yourself absolutely silent, you simply cannot be heard. Anyone you touch must make a Willpower roll matching your Creature Powers in order to make a sound for the rest of the Sequence. Taking this schtick several times gives you a zone of silence around yourself, with a radius equal to your Magic in meters times the number of extra schticks. You can turn this power on or off as a 1-shot action.

Soul Twist

This is the creature schtick of the same name, Feng Shui, p 106. (Martial Arts check, base damage 7 + 2 per extra schtick, acts vs. Fu rather than Toughness, requires magical healing.)

Storm Call

You give your characteristic call— perhaps a howl, roar, or caw— and the weather responds. Treat as use of the Weather sphere of Sorcery, though you need to take Blast to throw lightning, cannot predict weather (other than as your own action), and cannot grant immunity to weather to your comrades; you can get a favorable wind to help an airship move, but maneuvering one is too fine-grained for this power. Roll Creature Powers to get results; add the reverse triangle number minus one for the number of like individuals doing the call. (Thus three individuals gain a +1, six a +2, ten a +3...) Popular among Eastern dragons.

Suggestion

This is the same as the Sorcery Influence effect Suggestion. You can impose your will on a subject. The subject must be within earshot. The difficulty is the target’s Willpower or Dodge.

The subject will obey a single instruction, following its spirit as well as its letter. Instructions to which the target objects very strongly require an outcome equal to his Willpower. This is called a resisted success.

In an intense situation, such as combat, the instruction only lasts one shot per point of outcome. On a resisted success, the target will do nothing, simply loosing the shots. Otherwise, it lasts about ten minutes per point of outcome. Posthypnotic suggestions (a –2 stunt) can lie dormant and activate at a later time.

Tentacles

This is the creature schtick of the same name, Feng Shui, p 106. (Range is your Creature Powers AV in meters, use Creature Powers to hit, each tentacle has 20 hp. Tentacles get in the way of hand-to-hand attacks unless bypassed by powers like Prodigious Leap or other stunts.)

Transformation

This is the creature schtick of the same name, Feng Shui, p 107. One schtick for shifting, two schticks for partial shifting, three schticks let you avoid juncture modifiers on your non-Supernatural Creature powers when in realms of varying magic, so you’re only affected like your human pals.

Transport

(GM Characters Only!) You have the power to transport yourself and others vast distances almost instantaneously. The difficulty of the Creature Powers check depends on how well the you know your destination, how far away it is, and the needs of the story. You cannot enter a secure area, you must actually pass by any guards or wards present. You will thus usually end up outside palaces, cites et al.

The mode of travel is usually flight, though it can vary depending on the type of creature. It might involve teleportation, but that is rare.

Two Heads

Inspired by the Second Head schtick by Psychedelic Goblin.

You can attack twice during a single action. Roll each attack separately. This need not be two biting attacks, as the two heads can coordinate two different limbs. Actually, you need not have multiple heads at all, simple ambidexterity works as well. This schtick can be purchased several times to get additional attacks, one per schtick.

Unluck

When somebody nearby tries to do anything, you can invoke bad luck over him by spending a Magic point. Subtract your Magic (before the point is spent) from his Action Result. This might very well lead to a botch. This does not work if his Fortune is higher than your Creature Powers.

Voice Mimicry

(TotL.) As you listen to people talk, you can pick up their tone and vocal mannerisms. This requires a Creature Powers check, with difficulty depending on the amount of time you spend studying the target (5 if you’ve known them for years, 20 if you’ve heard them speak for a minute or less). If this succeeds, you can imitate their voice. At the GM’s discretion, another Creature Powers check may be required to fool people who know the target well (difficulty 10 for coworkers, difficulty 15 for best friends).

You will need to repeat the initial roll if you have not used the voice or encountered the target duringa given day; a penalty of +5 to the difficulty is also added for each additional day that passes without encountering the person or using the voice. This represents your attempts to remember it. Once you blow the roll, you cannot use the voice until you listen to the target again.

Walk on Walls

(Golden Comeback.) You can use your normal Move while travelling on vertical surfaces and ceilings.

Ward Breaker

You are filled with corrupt power, and can try to overcome sorcerers using Purification and other magical wards. To resist Purification, you may use Magic points as Fortune points to improve your Creature Powers, and if you succeed in resisting or breaking down such a ward, the sorcerer takes Wound points equal to your Outcome. Against other forms of mystic barriers, use your Creature Powers instead of your normal resistant attribute when resisting the effect.

Web Spinner

(Psychedelic Goblin.) You can produce webbing from a bodily orifice. The webbing is created in a long thin strand (about as thick as cord). You can produce 1m of webbing per sequence for every schtick you spend in this ability. The webbing has a Str of 10 for purposes of binding, suspending weight, etc.

When you take this schtick you must choose whether the webbing is sticky or dry. Sticky webbing is great for traps and has a glue Str of 8. The creating character is immune to her own glue, but obviously other characters can’t use such webbing without being stuck. Dry webbing, on the other hand can be used as a strong silken cord by other characters. Webbing has a vast variety of uses. The creating character can dissolve the webbing at any time by using her saliva.

Will Not Die

(TotL.) No matter how much damage you take, you will not die. However, this does not prevent pain, impairment, and unconsciousness. Your ability to handle pain depends on the number of schticks spent on Will Not Die. Unlike normal characters, there is no limit to the number of Impairment points you can gain.

To take this power during character creation, you must spend 2 schticks to get one schtick in Will Not Die; additional schticks in Will Not Die above your first one are purchased normally, however. If you want to gain this power during the course of play by spending experience points, your initial purchase is made at four times the normal cost; again, additional schticks have normal cost.

At 1 schtick, you gain your first point of impairment at 10 Wound Points. You gain an additional point every 5 Wound Points thereafter. If your Wound Points ever exceed your Constitution, you must make a Constitution check against your current impairment + 10 or fall unconscious.

Each additional schtick you spend delays the initial Impairment point for another 5 wound points (15 at 2 schticks, 30 at 5). Many undying supernatural creatures are actually more susceptible to minor damage— probably because they tend to stand there and take it.

Finally, you do not automatically heal back to normal between sessions. Whenever the other PCs are allowed to automatically heal, you only regain 10 Wound Points.

Wings

You can fly like a bird at a Move equal to your Creature Powers skill. You are not a very agile flyer, basically moving in a straight line between two points each move. You must move at least half your Move each action, or stall. You can swoop. Taking off is a separate action. See also Flight.

Wish

(GM Characters Only!) You can produce material objects of magnificent proportions. This is mainly a schtick for genies in Al-Qadim, and the difficulty of fulfilling a wish for wealth is the social standing of the requested wealth. A gift suitable for the grand caliph (station 20) has a difficulty of 20. A genie can try and fulfill one such request per session per schtick pick in Wish. Large and/or unusual gifts might require an Outcome.

A genie with Wish can also destroy or remove wealth and other material objects in the same fashion, turning gold to dust or water to urine.

Creature Weaknesses

(From the T3 site.)

Many supernatural creatures have one or more weaknesses. These sometimes harm you, and other times only cause only. For example, some vampires are turned by crosses; some vampires even burn at the touch of a cross. Some weaknesses are a condition which stymies you. You can have several separate weaknesses of the same type.

The gamemaster is free to create whatever weakness he wants for any supernatural creatures of his own creation, or to create new weaknesses for old supernatural creatures. Player character supernatural creatures should have at least one Weakness, usually Dark Form, and can have several.

Optional Rule: For each extra weakness you have beyond the first, mandatory weakness, you get one free Creature Power schtick.

Sample Substances

These are examples of substances to which you might be vulnerable

Dark Form

You simply look terrible, monstrous and frightening. You are obviously unusual and anyone versed in such things can spot that you are a supernatural creature. Examples include walking corpses, ogres, spectral ghosts and so on. You cannot use any social skills except to frighten. This is the standard weakness, that almost all supernatural creatures have.

There is a bonus to Dark Form; you can scare people even if you lack the Intimidation skill, using your Creature Powers AV. This only works once, and not against people used to having monsters around, such as other supernatural creatures.

Dependency

You need some unusual or exotic substance to survive. This can be a continuous need, like the vampires blood-thirst, or you can be something you must keep, such as dirt from your grave or a fetish where your soul is kept. Each day you lack your dependence, you lose one point from each attribute and skill. Having an attribute reduced to zero causes death.

Dormancy

You have some condition that induces dormancy. During this time, you will always seek out a safe place to rest and cannot awaken once you has fallen into dormancy. The conditions are almost always predictable and regular, something no group of investigators can induce. Vampires commonly have dormancy weakness during the day, ghosts may have a dormancy weakness at all times except the hour after midnight etc. You always know ahead of time that you will become dormant, giving you time to seek shelter.

When forcibly awakened (such as by an attack), you suffer four points of Impairment. For each sequence after that in which you were awakened, this penalty is reduced by one, but never to less than one point of impairment

Fear

You have an irrational fear of something. This can be a type of item, certain people, or just about anything. When facing your fear, you suffer four points of Impairment. For each sequence after that in which you were first subject to your Fear, this penalty is reduced by one, but never to less than one point of impairment.

A creature subjected to something it fears often tries to talk its way out or otherwise stall to regain its composure.

Geas

This kind of weakness absolutely prevents you from or forces you into doing certain things. Some vampires cannot enter a dwelling unless invited inside, devils cannot go onto holy ground and few succubi can seduce virgins. It is absolutely impossible for you to break this geas on your own, but if forced to break you by the weakness yourself or a force representing you (a succubus raped by a virgin) the geas is broken. If you are fooled into breaking your geas, you lose the use of all your Chi-powers and take a Wound Point each Sequence until you has somehow atoned, which may not be possible.

Haunt

You cannot go far from your haunt. You are bound to a specific domain or locale, perhaps even an item. If it is an item, you cannot move or otherwise affect that item in any way. This is common in spirits of all kinds, is in many ways similar to Geas, and has the same consequences. You may be destroyed if your haunt is, or suffer repercussions if it is damaged.

Hunt

You have strong hunting instincts that manifest in a particular situation of in the presence of a certain type of victim. A werewolf hunts under the light of the full moon, some ripper murderers cannot resist killing beautiful maidens walking alone. If you have a very strong reason not to follow your instincts you may make a Willpower total against your own Magic or the attribute of your victim you is seeking (the Charisma of the maiden above), but if this fails you is overcome by instinct and will hunt, no matter the cost.

Powerless

You cannot use your supernatural Creature Powers under certain circumstances. Any sort of circumstance can trigger this weakness, but it is commonly tied to your origin or other weaknesses. Examples include a zombie that cannot use its powers when tied up in gold thread or an invisible supernatural creature that cannot use its powers once it has been spotted. Supernatural creatures with many powers can sometimes still use some of them when under this weakness.

Rage

Under certain conditions, such as the smell of blood, under the light of the full moon or when wounded enough to suffer impairments, you go berserk. You will go absolutely mad, killing indiscriminately and heedless of your own wounds. This means you will not try to escape, won't use tactics beyond a mindless charge against the most obvious opponent, thus taking extraordinary risks. The rage ends at the end of the fight.

Vulnerability

A certain item or material causes damage if placed against your flesh. If the item is normally used to cause damage, such as silver bullets, use the normal damage value. Otherwise the damage value of the touch is the wielder’s Magic +2. No damage-reducing powers (such as Damage Immunity, Armor or Regeneration) will work, and your soak attribute (usually Toughness) is ignored when resisting this attack.

Against natural phenomena that are not used by a certain character, such as sunlight or sea water, the damage value is based on your own Magic attribute.