Action!/Schtick/Creature Powers/Old

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Creature Schticks[edit | edit source]

General Boosters[edit | edit source]

Effective[edit | edit source]

You gain a +1 Effect multiplier to your Creature Power.

Extra Effect[edit | edit source]

1 extra Level of Damage or Effect.

Obscured[edit | edit source]

Power is now obscured, and requires a Observation or Occult roll Difficulty equal to your Occult/Creature Powers+Power to notice. Progression: Difficulty (Half AV progression).

Absorption[edit | edit source]

You may absorb any Schtick used against you with a Creature Power+Power Free Action versus the opponents Skill Value+Soul. Duration is EV/5 sequences. Schtick is used with Creature Powers+Power. You gain a basic version of the Schtick, with no Booster schticks, and the target loses the effect for the duration.

Booster Schticks[edit | edit source]

Raise Duration[edit | edit source]

Raise the Duration of the Absorption by a category in the Time and Distance Table, from Sequence to 3 Sequences, in the first instance.

Boost Effect[edit | edit source]

You gain a random existing Booster Schtick when you Absorb a Schtick.

Abysmal Spines[edit | edit source]

Receive +5 Damage to any unarmed Martial Arts or Creature Power Attack made.

Booster Schticks[edit | edit source]

Deeper Abyss[edit | edit source]

Replaces Extra Effect
Receive 1 level of Damage.

Armor Killer[edit | edit source]

You may ignore 5 points of Armor with this Creature Power. As per Super Powers.

Heart Seeking[edit | edit source]

Your Power's Damage lowers Wound Threshold by one. Example: Wound Threshold is normally 5, Heart Seeking Spines do Wounds with 4 points of Effect.

Mystic Edge[edit | edit source]

Power does Damage based on the Power Attribute.

Soul Twist[edit | edit source]

Power is resisted by the Focus Attribute.

Adaptation[edit | edit source]

You are superbly adapted to life in a specific environment. This gives you the following benefits:
Passive: Gain +1 AV Survival modifier in the chosen terrain.
Passive: You may treat any Survival roll in the chosen terrain as Routine

Booster Schticks[edit | edit source]

Primal[edit | edit source]

You may now commune with your chosen terrain, gaining an extra Soul point each day.

Nature's Bounty[edit | edit source]

You now +5 normal amount from all sources in your chosen terrain.

Elemental[edit | edit source]

You are now immune to any natural occurrence in your chosen terrain. Examples include volcanoes for mountains, drowning for Lakes and Rivers or Ocean, domesticated animals in Farmlands, heatstroke for Desert or frostbite for Arctic.

Elemental Travel[edit | edit source]

You gain the ability to travel supernaturally fast along your terrain. You gain a non-Combat speed multiplier of Power.

Quicker than a thought[edit | edit source]

You may now teleport as per the Teleport Sorcery Schtick but only within your terrain.

Natural Healing[edit | edit source]

In your chosen terrain you gain the following:
Action: You heal Occult/Creature Powers+Power roll vs 0 EV Shock points.
Power: You can heal any target Occult/Creature Powers+Power roll vs 0 EV Shock points and EV/5 Wounds.

Wrath of Nature[edit | edit source]

In your chosen terrain you gain the following:
Attack: You can attack any target within LOS at Power+4 Damage. This may be enhanced by any Sorcery Blast Booster Schticks.

Adaptive Transformation[edit | edit source]

You can transform into any Adapted form by paying a point of Power. Progression: Remove the Power cost (100 points).

Amphibiotic[edit | edit source]

You may breath both air and one other medium, and have normal Move in the other medium.

Booster Schticks[edit | edit source]

Multibiotic[edit | edit source]

Add 1 more medium to your repertoir.

Amphibiotic Dweller[edit | edit source]

Add +2 Move while moving in a chosen medium. You may not more than double your Move this way.

Animal Control[edit | edit source]

You may control one type of animal (such as wolf, wasp, eagle or carp).

Booster Schticks[edit | edit source]

Expanded type[edit | edit source]

Costs 10 points
Your animal type is expanded (such as small mammals, flying insects, singing birds or fish from a specific region).

Extra type[edit | edit source]

Add an extra type to animals you can control.

Armor[edit | edit source]

You have some kind of protective ability, +Power Armor.

Booster Schticks[edit | edit source]

Tough Armor[edit | edit source]

Cost 2
Armor is now based on Toughness instead of Power. Replace all instances of Power with Toughness.

Huge Armor[edit | edit source]

Cost 2
Armor is now based on Strength instead of Power. Replace all instances of Power with Strength.

Extra Armor[edit | edit source]

Armor +3. Power schticks maximum.

Hardened Armor[edit | edit source]

4 points of your Armor may not be pierced or ignored.

Abysmal Armor[edit | edit source]

Requires Abysmal Spines
Anyone attacking you Unarmed takes your Abysmal Spines as Damage.

Poisonous Armor[edit | edit source]

Requires Poison
Anyone attacking you Unarmed becomes Poisoned.

Damaging Armor[edit | edit source]

Requires [any Damaging Creature Power]
Anyone attacking you Unarmed takes Damage equal to your [Damaging Power].

Awareness[edit | edit source]

You have a mystical sense that is impossible to fool. You may use Occult/Creature Powers as Observation/Notice for detection. You do not need any other sense to target an enemy. This sense ignores invisibility.

Life Sense[edit | edit source]

You may use Power instead of Perception for sensory Actions with this sense.

Accurate Sense[edit | edit source]

You may add 3 to your sensory EV with this sense.

Magic Sight[edit | edit source]

Your sensory Actions with this sense are now Occult/Creature Powers+Perception/Occult(Willpower)+Soul.

Bane[edit | edit source]

Power: Damage from an Attack is now impossible to heal, except with extraordinary means. This includes Shockpoints, but can only lower Health to 1.
Damaged victims count as present if you wish to use other Creature Powers on them.

Blast[edit | edit source]

As per the Sorcery Blast, usable with Occult/Creature Powers.

Blink[edit | edit source]

Active Defense: You may make a Move, ignoring intervening barriers.
Move: You may make a double Move, ignoring intervening barriers.
Action: You may make a double Move, ignoring intervening barriers, and an Action.

Blood Drain[edit | edit source]

Passive: You gain a bonus as per the Sorcery schtick Enhancement, by damaging a target with one of your natural attacks or Creature Powers. You cannot raise anything with more EV than the Damage received by the target. (A mook cannot receive more than 5 EV).

Blowing Chunks[edit | edit source]

Action: Cause nausea in a 45 degree cone, range Power meters. Willpower/Toughness vs Power, failure causes loss of Action or 3 Shots. Causes 1 point of impairment, not stackable. Action, Power: Cause nausea in a 45 degree cone, range Power meters. Willpower/Toughness vs Power, failure causes loss of Action or 3 Shots. Causes Power points of impairment. Every 5 points of margin removes one point of impairment, minimum 1 point of impairment, not stackable.

Blur Form[edit | edit source]

Passive:You may sneak around with Occult/Creature Powers+Power instead of Interaction/Sneak+Agility.
As long as you don't move, you get +5 EV to be detected.

Booster Schticks[edit | edit source]

Flitter[edit | edit source]

Increases your move speed while sneaking to normal.

Burrowing[edit | edit source]

Passive:You have a Burrowing Move equal to your normal Move through most materials.
You may bring any number of persons with you.

Call[edit | edit source]

Action: You can call upon other Creatures.
They are built using normal construction rules. Named creatures have 5 points per point invested into Call, Unnamed only 2 points per point.
To Call a Named creature you only have to spend an Action, while to Call a group of Unnamed Creatures requires you to spend an Action and roll Occult/Creature Powers+Power difficulty 0. Every 5 EV produces an Unnamed Creature. You may not Call more than 1 Unnamed Creature per 5 points invested into Call. You get both Unnamed and Named Creature points pool with a single schtick of Call, but several Named creatures share the Named Creature point pool.

Sacrifice[edit | edit source]

Action: Destroy one Creature that you can call, not called by anyone else, to gain a bonus equal to the Sorcery Schtick Enhancement, and all Schticks the character possessed. Duration of this Power is Power minutes.

Conditional Escalation[edit | edit source]

Passive:Each time you take one or more Wounds, you gain a Shockpoints EV benefit from the Sorcery schtick Enhancement (chosen when the schtick is bought).

Booster Schtick[edit | edit source]

Conditional Reproduction[edit | edit source]

Instead of gaining a target Enhancement, you produce an Unnamed copy of yourself. This may be taken instead of the normal effect. They have your SkillMax-1.

Corruption[edit | edit source]

Passive: Any creature you kill with natural or Powers Attacks becomes a Creature of your choice gaining Occult/Creature Powers 10 and a Creature Power. It also gains Flaw:Dominated. Extra Flaws provides the new Creature with more points. The Creature can only receive your Powers, and cannot be built on more points than your points in Corruption x 5 (or your total for named characters).

Booster Schticks[edit | edit source]

Extra Points[edit | edit source]

The Creature receives 10 points at creation.

Flaw:Dominated[edit | edit source]

Your creator ignores your EV modifiers (including Attributes) when using Suggestion or Interaction on you.

Flaw:Time Restraint[edit | edit source]

The Corrupted creature only survives Power days.

Flaw:Susceptibility[edit | edit source]

You have an allergy, psychosis or spiritual problem with a thing.

Flaw:Sustenance[edit | edit source]

1 to 3:
1: Double the normal food.
2: Feces, garbage, radioactive isotopes.
3: Brains, blood or life force.

Flaw:Monstrous[edit | edit source]

Creature becomes Monstrous and cannot pass for a normal member of its species anymore.

Cricket Legs[edit | edit source]

You gain the following abilities:
Defensive, Successful Defense: Jump Power meters in any direction.
Move: Jump Power meters in any direction.
Action: Jump Creature Powers+Power meters in any direction.

Damage Immunity[edit | edit source]

Passive: You lower the Damage of a specific type of Attack by Creature Powers+Power.
Examples include:

  • Anything fired with Guns/Guns
  • Armed Martial Arts Attacks
  • Fu Schticks
  • Fire and explosions
  • Creature Powers
  • Sorcery except Blast
  • Blast
  • Unarmed Martial Arts Attacks

There is always a way around the Immunity (Guns->Silver Bullets, Martial Arts->Magic Weapons, etc).

Dark Gift[edit | edit source]

You can give a willing or helpless victim the use of one of your Schticks. You don't lose the use of the power. Recipients have to drink your blood, and it costs them a Power point. The gift lasts for Creature Powers hours, unless you too spend a Power point, in which case it lasts Creature Powers days. They temporarily gain Occult/Creature Powers 10.

Booster Schticks[edit | edit source]

Darker Blood[edit | edit source]

Target gains the use of another of your Creature Powers.

Raw Power[edit | edit source]

Add 1 to gained Occult/Creature Powers. Maximum your Skill Max in Creature Powers.

Dark Mastery[edit | edit source]

By Carl Cramér
You have mastered a particular weapon or fighting technique by making a pact with darkness. You get to select one Kung Fu power, and can use that power with your Creature Powers skill, but you still need Focus to power it, as usual. The most usual case of Dark Mastery are Signature Weapons.

Booster Schticks[edit | edit source]

Dark Arts[edit | edit source]

Gain the use of another Kung Fu Power.

Death Grip[edit | edit source]

Passive: If you hit with an Attack you may lose the use of that Attack to inflict Damage from this Attack each time the target takes an Action, and at the start of each Sequence. This may be stopped by a Occult/any+Power, Action/Martial Arts+Focus or Willpower+Soul roll difficulty 0 with EV equal to your Occult/Creature Powers+Power or by a stunt depending on the Attack.

Death Resistance[edit | edit source]

Passive: You ignore impairment from damage and pain.
Passive: You gain +5 EV on all Shock rolls.

Booster schticks[edit | edit source]

Extra Shock Resistance[edit | edit source]

Passive: You gain an extra +5 EV on all Shock rolls. Max +EV equal to Focus x 5.

Dematerialization[edit | edit source]

Action, Power: You become intangible and can pass through solid matter. You can only use Creature Powers in this form. You still take damage from Attacks.
Dematerialized Action, Power: You may Greater Teleport as per the Sorcery schtick Teleport.

Dispel Magic[edit | edit source]

Your touch and will dispels magic.
Passive:You may use Passive Defense with Creature Powers against Sorcery.
Action: Destroy a spell cast earlier with Occult/Creature Powers+Power Difficulty (spellcaster's AV) EV (spellcaster's EV). Spellcaster may Actively Defend if the attempt is sensed in any way.

Displacement[edit | edit source]

You appear as several illusionary selves.
Action: You gain a +1 bonus to your Active Dodge.
Power: You gain +1 bonuses to your Active Dodge equal to your Power.
Active Defense: You lose a [+1 bonus to your Active Dodge].

Domination[edit | edit source]

Dual Attack[edit | edit source]

Elemental[edit | edit source]

You become Elemental and gain Damage Immunity to your element. You may buy any three kinds of these or other Booster schticks.

Booster Schticks[edit | edit source]

Extra Wound[edit | edit source]

+1 Wound. Max Power Schticks.

Extra Hardy[edit | edit source]

+1 Wound Threshold. Max Power Schticks.

Extra Tough[edit | edit source]

+2 Armor. Max Power Schticks.

Extra Fast[edit | edit source]

+1 Initiative. Max Power Schticks.

Extra Speed[edit | edit source]

+1 Move. Max Power Schticks.

Extra Elemental[edit | edit source]

Any Adaptation Booster Schtick. Max Power Schticks.

Elemental Attack[edit | edit source]

Elemental Aura[edit | edit source]

Elusive[edit | edit source]

Passive: You gain +5 Dodge.
Attacked, Shot: Attack misses. This ends any Active Dodge and removes the Dodge until your next Action.

False Image[edit | edit source]

Flight[edit | edit source]

You can fly through the air at your normal Move rating. You are very agile in the air, and can hover and otherwise move just as if you were walking.

Flaws[edit | edit source]

No Hover[edit | edit source]

You must Move at least half your Move each Sequence or begin falling at a rate of half your Move per Sequence.

Clumsy[edit | edit source]

You may only turn once (up to 60 degrees) at the start or end of your Move.

Glamour[edit | edit source]

For Fae, conscious use of Iron counts as an Active Defense against this Power, and you may always Actively Defend others (but only one person may be defended at a time). It may also be used to break an effect that is not targeting you. All Glamour has an extra level of Effect applied, that may be used to reach beyond the normal Maxima.

Illusions[edit | edit source]

You can create single-sense illusions no bigger than yourself, attaching it to something or letting it roam freely. For a Power, you can add all senses to the illusion. For yet another Power, you can use this Creature Power to generate any illusory Schtick. This may be disbelieved by a Occult/Power or Willpower/Soul.

Attraction[edit | edit source]

You may use Glamour as Social. Power: You may ensorcel everybody around you, causing them to take a positive interest in you. This Power is resisted by Occult/Power or Willpower/Soul.

Entrancement[edit | edit source]

Requires Attraction

Power: The Fae makes someone obsessively want to please them. This Power is resisted by Occult/Power or Willpower/Soul. This Power lasts until you release the Power.

Emotion Control[edit | edit source]

Requires Attraction
Roll Glamour/Power vs Occult or Willpower/Soul. Lasts EV Sequences.
Power: This Power now lasts until you release the Power.
1 success level: Minor (dislike, fancy, discomfort)
2 success level: Major (anger, attraction, fright)
3 success level: Critical (hate, lust, fear)
4 success level: Total (anything you like)

=[edit | edit source]

Gotcha Arm[edit | edit source]

Growth[edit | edit source]

Provides +2 Strength, +2 Toughness, -1 Agility. 12.5% Mass Increase. Double mass and increase all values per schtick.

Flaw: Always On[edit | edit source]

Growth cannot be turned off.

Holy[edit | edit source]

You become Holy, and gain Regeneration 1. You also gain Good Looks 5 (+10 EV to Social).

Booster Schticks[edit | edit source]

Extra Tough[edit | edit source]

You gain +1 Wound. Max Power Schticks.

Extra Hardy[edit | edit source]

You gain +1 Wound Threshold. Max Power Schticks.

Extra Healing[edit | edit source]

You heal +Power Shock points per Sequence or 1 Sequence (6 seconds) less is required for Wound regeneration. Max Power Schticks.

Immortality[edit | edit source]

You cannot die. If you do, you mysteriously disappear, and appear at the end of the scenario.

Inevitable Comeback[edit | edit source]

You die hard. After the end of a Sequence in which you died for the first time, you reanimate with full Wounds and 1 SP.

Booster Schticks[edit | edit source]

Die harder[edit | edit source]

You can die yet another time.

Instant Healing[edit | edit source]

Free, Lower Wounds by 5: You can heal instantly and fully. Wounds return at a pace of 1 Wound per day.

Insubstantial[edit | edit source]

You may pass through solid matter, albeit very slowly. You may Move 10 centimeters per Sequence while this ability is in use. You may not move through a category of matter (typical examples include metal, stone, wood, living matter, or worked materials).

Booster Schticks[edit | edit source]

Leakage[edit | edit source]

You may Move a further 10 centimeters per Sequence.

Specificity[edit | edit source]

You may narrow the matter not passed through (typical examples include lead, marble, teak, humans, or brick work).

Lethal Impression[edit | edit source]

Magic Resistance[edit | edit source]

Marked for Death[edit | edit source]

Action: Target lose their next extra die.
3 Shots, Power: Target receives 2 negative dice on a current roll of your choice.
Action, Power: Target loses an extra die each time they receive one or more extra dice, duration [Creature Powers/Power vs 0], 1 sequence per 5 margin.

Flaw:Mark[edit | edit source]

You may only target someone that you have succeeded against with a minimum margin of 10.

Flaw:Specific Skill[edit | edit source]

Submission requires a specific Interaction Skill.

Flaw:Wretch[edit | edit source]

You may only target someone that you have succeeded against with a minimum margin of 20.

Martyr[edit | edit source]

Requires Mark
Duration is now until you regain the Power point.

Massive[edit | edit source]

You gain +1 Wound Threshold. Progression: Shock points (Normal Progression)

Booster Schticks[edit | edit source]

Superheavy[edit | edit source]

Costs 20 points.
You gain 1 level Wound Threshold.

Monster Mark[edit | edit source]

Your horrifying touch causes a target to feel your presence everywhere.
Passive: You may target a Marked target ignoring range.
Mark Target, Outcome 5: Gain a positive die against the target.
Mark Target, Outcome 10: Gain two positive dice against target.
Mark Target, Outcome 20: Target's Defense is set 0 versus your Actions.
Action: Mark a target with a Creature Powers+Power/Occult+Soul.

Monstrous Attribute[edit | edit source]

Gain 2 +1 modifiers, and a -1 penalty to Attributes. You may not more than double an Attribute or lower an Attribute below 1.

Monstrous Movement[edit | edit source]

Gain +3 Move. You may not more than quadruple your move in this way.

Phantasm[edit | edit source]

Poison[edit | edit source]

Does Power shockpoints at end each Sequence. Causes a -1 impairment each Sequence and hit. Max impairment is Power. Lasts Power hours.

Booster Schticks[edit | edit source]

Extra Duration[edit | edit source]

Hours->Days->Weeks->Months->Years.

Possession[edit | edit source]

Regeneration[edit | edit source]

You regenerate 1 Wound per minute, and Power Shock Points per Sequence.

Booster Schticks[edit | edit source]

Fast Regeneration[edit | edit source]

Gain Power more Shockpoints per Sequence.

Closing Wounds[edit | edit source]

You regenerate 1 more Wound per minute. When you reach 10 Wounds per minute, you regenerate 1 Wound per Sequence.

Secondary Attack[edit | edit source]

Sense Chi[edit | edit source]

You can sense Chi and other magical energies.
An Action allows you to sense one of the following:

  • target's Power, Focus or Luck
  • target's Power, Focus or Luck left
  • target's Occult Skill

Sense Sin[edit | edit source]

Side Effect[edit | edit source]

Silence[edit | edit source]

Suggestion[edit | edit source]

Roll Creature Powers/Power vs [Occult or Willpower]/Soul. A non-suicidal order is followed EV Sequences.

Jedi Mind Trick[edit | edit source]

Roll Creature Powers+Power vs [Occult or Willpower]/Soul+5. A reasonable suggestion is followed ("These are not the Droids you're looking for", "Go home and make yourself a better life"). Not usable in combat or other stressful situations.

Slave Mentality[edit | edit source]

Must devote an Action with a roll every Sequence. Any order must be followed. Death takes 3 rounds.

Tentacles[edit | edit source]

You gain a Tentacle.
You gain the following:
Action: Attack with [Creature Powers/Tentacle Strength+4]or use an Action with any of your Tentacles.
Tentacles have Strength+Toughness+Dexterity equal to Power x 3, and a Range of Power meters.

Extra Tentacle[edit | edit source]

You gain an extra Tentacle.

Extra Stat points[edit | edit source]

Gain 3 Tentacle Stat points.

Extra Range[edit | edit source]

Gain 2 meters range with your Tentacles.

Abyssal Tentacles[edit | edit source]

Gain Tentacle Damage +2.

No Range[edit | edit source]

May wield implements[edit | edit source]

Tiny[edit | edit source]

You are tiny. So tiny, in fact, that you are harder to hit.
Passive: You gain +3 Defense because of your size. You also do -2 Damage.

Booster Schticks[edit | edit source]

Nimble[edit | edit source]

You gain a further +3 Defense, -2 Damage.

Transformation[edit | edit source]

1 of:

  • Named Form: Transform into other named form. May modify any Attributes, not more than doubling any Attribute or lowering any Attribute below half. (Snakeman, Ghostly form, Living Scrap-pile).
  • Unnamed Forms:Transform into any group of unnamed forms. (snakes, mammals, birds, fish, animated furniture)
  • Cosmetic:Transform into any other creature of your type.

Booster Schticks[edit | edit source]

More forms[edit | edit source]

Choose another form.

Extra Named[edit | edit source]

Requires Named Form: Add 5 points per point added to form. May not more than double your point amount.

Faster Transformation[edit | edit source]

Your transformation times go from Action to Move to Active Defense to Free.

Flaws[edit | edit source]

Slower Transformation[edit | edit source]

Your transformation times are raised 2 steps on the Range and Time table.

Lowered Defense[edit | edit source]

You gain a -5 Defense modifier while you Transform.

Transport[edit | edit source]

Two Heads[edit | edit source]

Undead[edit | edit source]

You are now one of the Undead.
Passive: You no longer take Shock points.

Booster Schticks[edit | edit source]

Extra Tough[edit | edit source]

You gain +1 Wound. Max Toughness Schticks.

Extra Hard[edit | edit source]

You gain +2 Armor. Max Toughness Schticks.

Extra Strong[edit | edit source]

You gain +2 Damage with Natural Weapons. Max Power Schticks.

Unholy[edit | edit source]

You become Unholy, and can cause a normal Corrupting Blast, attacking with Occult/Creature Powers+Power. You also gain Bad Looks 5.

Booster Schticks[edit | edit source]

Extra Hardy[edit | edit source]

You gain +1 Wound Threshold. Max Power Schticks.

Extra Tough[edit | edit source]

You gain +5 Shock points. Max Power Schticks.

Extra Corruption[edit | edit source]

You gain a Booster Schtick to your Corrupting Blast. Max Power Schticks.

Unluck[edit | edit source]

You may only inflict up to 2 negative dice on any target.
You gain the following abilities:
Passive: You may counter any positive die used against you.
Action: You may inflict a negative die. Only one negative die may be active at any time.
Power: You may inflict a negative die on any target. It lasts until the Power is regained.

Wallcrawler[edit | edit source]

Ward Breaker[edit | edit source]

Wings[edit | edit source]

Wish[edit | edit source]

Flaws[edit | edit source]

By Carl Cramér, except where noted.

Addiction[edit | edit source]

Alien[edit | edit source]

Attrition[edit | edit source]

Dark Form[edit | edit source]

Dependency[edit | edit source]

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. If denied this substance, you cannot recover any Pool Points and will become more and more agitated.

Dormancy[edit | edit source]

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[edit | edit source]

Geas[edit | edit source]

Haunt[edit | edit source]

Hunt[edit | edit source]

Paralysis[edit | edit source]

Power[edit | edit source]

Rage[edit | edit source]

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 and 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, but you may have to make Willpower rolls to avoid attacking friends.

Spirit[edit | edit source]

Supernatural Creature[edit | edit source]

You are vulnerable to Summoning.

Tool Ignorant[edit | edit source]

You may not use any tools in hands more complicated than a stick or a stone.

Transformation Trauma[edit | edit source]

Unliving[edit | edit source]

Vulnerability[edit | edit source]

You take Damage from a certain thing or material (green kryptonite, holy water, crosses, silver). If used as a weapon against you it adds 1 level of Damage to the weapon.

Creatures[edit | edit source]

Abominations[edit | edit source]

Entities[edit | edit source]

Monsters[edit | edit source]

Spirits[edit | edit source]

Evolutionary[edit | edit source]