Universal Abilities

Some abilities are commonly shared among different creatures, vehicles, and other beings.


Defensive Abilities

Defensive abilities involve healing, regeneration of limbs, immunity to elements, as well as other similar abilities.

Absorption

Some things absorb a certain element and recover when affected by it instead of being harmed as would normally be the case. When taking damage from an element they have listed as absorption (for example Fire Absorption) they recover Hit Points instead.

All-Around Vision

Usually due to having many different eyes (in the case of living beings) or due to combined sensor arrays and cameras, eyesight isn't much trouble for those with All-Around Vision. In addition to being able to in all directions, they are immune to the Blindness status effect from single target effects, and never suffer penalties to Sight skill checks.

Amorphous

Being incredibly malleable and able to maneuver and twist their body into strange shapes. By doing this they are able to enter into hexes up to 4 times smaller than they are without penalty, or can choose to squeeze into a space 8 times smaller than them by moving at only half speed and taking a penalty of -5 to their Avoid, and increases the TN of attack rolls by +2.

Amphibious

Creatures with the amphibious ability are able to live comfortably both on land and at sea, being able to breathe in both environments.

Fortified

Some creatures and vehicles are able to retract parts of their body or possess a form of shielding armor they can cover their extremities with in a pinch. Fortifying is a major action, and while fortified called shots cannot be taken to any body part (except for the body) and has a listed integrity, with normal attacks reducing integrity (usually by 1) and effective attacks (usually explosives and certain high-powered calibers) reduce it by more - typically double its normal reduction.

If the integrity of the fortify reaches 0, its effects and bonuses immediately end. This integrity must be repaired manually and usually doesn't self-repair, organic or not. Recovering natural integrity for fortify is done through Medicine typically whereas other skills may be needed for artificial fortification sources.

Frightening

Some creatures or intimidating vehicles are more horrifying than others, some even bending the very shape and form of reality around them, being terrifying by virtue of their existence rather than any attempt made by them to be as such. Whatever the case may be, they cause fear in those who see them. This ability is constantly active and those who are capable of seeing the creature are usually on edge when seeing it. If they are engaging in combat with a creature with the Frightening ability, they have an Intimidate made immediately at the start of combat. On a successful Intimidate versus Grit, those seeing the creature with the Frightening quality take 1 point of Sanity damage plus 1 point for every 2 successes above the Grit they rolled against.

Lastly, creatures with this ability receive a +2 die bonus on all Intimidate checks they make while it's active.

Immunity to the Fear status effect, fear effects, intimidate, or mind-affecting effects makes you immune to this ability.

Immunity

Elemental immunities or immunities to status conditions or conditions, immunity nullifies all effects (unless otherwise listed) that such effects would deal or damage they would take from that source. Armor and items worn by a creature may still be subject to the effect if they are not immune themselves, such as a wooden club burning to ash from a flamethrower.

Incorporeal

Incorporeal creatures are non-physical or semi-physical creatures, including but not limited to ghosts or aspects of elements (such as creatures made entirely of air).

These creatures are immune to physical attacks. In order to be hit by attacks, incorporeal enemies must be hit with magic or elemental effects. In addition to this, damage the incorporeal creature deals is always counted as magical, and bypass nonmagical armor unless otherwise specified.

Naturally incorporeal creatures use their Drive for their Hit Points instead of Vitality, and their Resilience is equal to half of their Intuition instead of Vitality.

Due to lacking any true physical form, incorporeal creatures are able to pass through nonmagical walls or nonmagical solid objects. They are considered to always be flying and cannot be tripped or dropped prone due to this.

Mind Static

A unique phenomenon in some circles, creatures with Mind Static make the minds of those around them have trouble focusing, thinking, or using abilities which rely on one's mind. Those within the radius of the Mind Static increase the TN of any Knowledge skills and Spellcasting skill checks by +2, and those with the ability to read minds (through technology or otherwise) take 1 point of sanity damage per minute within this radius.

Natural Defense

Some abilities allow creatures to deflect physical attacks such as from naturally hardened skin like that of armor. Natural Defenses reduce damage of specific types by a listed amount, and unlike normal armor does not reduce its effectiveness over time and is instead overcome by specific damage types. Natural Defense is outlined as such;

ND 5 (ballistic)

This would indicate all non-ballistic damage is reduced by 5, however ballistic damage bypasses this type of Natural Defense.

Resistance

Resistance to energy types is similar to the effect of Natural Defense, however it instead reduces non-physical damage types and unlike Natural Defense isn't bypassed in order to deal full damage. Resistance is outlined as such;

RES 5: fire

This would indicate all fire damage is reduced by 5.

Regeneration

Creatures with regeneration recover an amount of HP on their turn equal to that of their listed regeneration. For some creatures, this regeneration can be suppressed by certain weapons or effects. Regeneration is outlined as such;

REG 5 (fire)

This would indicate that every round on the beginning of the creature's turn it recovers 5 Hit Points, and if fire damage is dealt to this creature their Regeneration stops functioning for 1d4 rounds.

Regeneration is capable of restoring lost limbs or organs, however this takes 2 months to be regenerated.

Shapeshift

Some creatures are capable of transforming into different forms, and can either willingly or unwillingly transform between these two forms depending on the type of shapeshifting they have. When transforming this takes a Major Action and alters their abilities as noted in their shapeshifting ability. Typically shapeshifting alters their physical ability scores (Strength, Dexterity, Agility, and Vitality) and make them unable to use some skills and abilities.

Toxic Blood

Creatures with toxic blood spray dangerous caustic substances when bleeding, causing damage and harming those it touches. If a creature with this ability loses Hit Points due to piercing, slashing, or ballistic damage they spray this toxic blood to all adjacent hexes. Creatures within the adjacent hexes have an attack roll made against their Avoid and on a successful hit they take the damage listed. This attack roll uses the creature's Vitality. Toxic Blood is outlined as such;

Toxic Blood (5D, 1d8 acid damage)

If damage would deal both one of the listed damage types plus fire (such as slashing and fire damage) the wound is cauterized and this ability is not triggered unless the creature with Toxic Blood takes no fire damage from Resistance or Immunity.


Sense Abilities

Sense abilities allow creatures to see, smell, hear, or otherwise allowing them to interact with vision differently from a normal being.

Blindvision

Some creatures, especially those with underdeveloped or a lack of sight, develop the ability to "see" without the use of their eyes with a special form of 'vision'. This can also sometimes be granted through technology or magic, and as such can be disabled by effects which disable those respective things.

This makes the creature able to see even if they lack any true ability to, and are immune to the Blindness status effect. Despite this ability allowing them to see without the use of their eyes, they are unable to make Sight skill checks, instead using one of their other Sense skills except Touch in place of their Sight. This is listed on the Blindvision listing, and if a creature acquires Blindvision from something they must choose which skill to use which once chosen cannot be changed later. Blindvision is outlined as such;

Blindvision (Hearing)

Keen Smell

Those with a keen sense of smell such as dogs are able to pick up on scents out a far distance as listed on their ability (with the average range of Keen Scent being 36 hexes away). Within the area covered by this ability, the creature can make a Smell skill check in order to detect the scent of the opponent and follow it as if they were using the Tracking skill. Keen Smell also grants the creature a +1 die bonus to all Smell checks as well. Keen Smell is outlined as such;

Keen Smell (40 hex)

Life Sense

Life Sense indicates a creature's ability to see the life force of others and how close to death's door they are. This is typically a supernatural ability, and can also be used to determine if another creature is living, dead, or was never alive to begin with.

Creatures which are alive and healthy (full HP) have a green and wispy aura. Alive yet injured (above half HP, not full) is orange and slow like embers. Near-death or dying (under half HP) is a roaring red blaze around them. Dead is a dull gray and static glow. Creatures that were never alive to begin with have no aura around them, and undead creatures have a sickly acidic-like purple glow.

Thought Sense

Thought Sense is the ability to detect the thoughts of those around them, allowing them to sense who around them are intelligent and capable of thought while also being flooded with their surface thoughts while they're near. These surface thoughts are typically benign unless the GM allows something to slip to the surface that's important. The range of this ability is listed with the skill, with an average range of 6 hexes out.

In order for the creature with Thought Sense to try and see deeper thoughts of a specific creature they must focus on them which tunes out the thoughts of all others in favor of one specific creature. In order to see their deeper thoughts, a Drive skill check must be rolled against the target's Grit. On a failed check, the creature is unable to attempt this on the same creature for 24 hours.

When in an area with a lot of creatures' minds being read, the creature with Thought Sense are overwhelmed and have trouble focusing or thinking properly. This is usually when in particularly crowded areas (such as a protest, party, or busy bar), and while in this area the creature with Thought Sense takes a -2 penalty to Grit, and increases the TN of all Knowledge and Sense skill checks by +1. Thought Sense is outlined as such;

Thought Sense (6 hex, 4D vs. Grit)

Tremor Sense

Creatures with Tremor Sense are capable of feeling the vibrations in the ground in order to detect where a creature is. Unlike Blindvision, Tremor Sense involves the sense of Touch to feel where they may be, and more capable of being fooled in different ways than Blindvision. With Tremor Sense, Touch can be used in place of Sight skill checks to locate a creature, however it extends to a certain range. Sand and similarly loose ground is difficult for creatures using this ability, imposing a +4 TN to Touch checks used in this way. Creatures standing still impose a +1 TN, and if a creature isn't standing on the ground (such as if they're flying) the creature with Tremor Sense is unable to "see" the flying creature. Tremor Sense is outlined as such;

Tremor Sense (6 hex)

Truespeak

When a creature possesses Truespeak, they are capable of speaking to others without the need of a shared language, instead being able to understand and relay their words and meanings regardless of language barriers. To those who speak other languages, it sounds as if a creature with Truespeak is speaking in their own language, regardless of what is actually said.

Vision

Most creatures have vision, some showing how they interact with vision in darkness. The three types of vision are as follows.

Standard Vision is equivalent to that of a human; you can only see 3 hexes in darkness and you see normally in daylight.
Enhanced Vision is equivalent to that of an cat; you can see twice as far in dim light compared to Standard Vision.
Darkvision is equivalent to that of night vision goggles; you can see in darkness just as easily as you see in daylight.

Some other effects block vision which aren't darkness, and these effects will state how far people are able to see outward. Unlike darkness, dim light and darkvision doesn't always help against other obstructions of vision such as smoke or fog.


Weaknesses

Just like defensive abilities and offensive abilities, weaknesses present ways for characters to more easily exploit creatures or defeat them.

Sunlight Curse

Creatures with this 'curse' are weak to the sun with varying degrees of intensity. Some refer to this as 'vampire syndrome' due to how similar it is. Sunlight curse comes in the following levels of severity;

  • Mild: While within an area of sunlight with no protection (such as a parasol or sunblock) the creature suffers Moderate Pain until out of the sun.
  • Moderate: While within an area of sunlight with no protection the creature suffers Severe Pain and 1 nonlethal damage every minute until out of the sun.
  • Severe: While within an area of sunlight with no protection the creature is slain and reduced to a pile of ash - only to be revived in 24 hours if sunlight no longer touches their pile of ash.

Sunlight Curse is outlined as such;

Sunlight Curse (mild)

Vulnerability

Some creatures are more vulnerable to avenues of attack which leave them reeling when this weakness is exploited. These are often weaknesses to an elemental damage type (such as a creature of ice melting from fire), however some are more specific and may relate to physical damage types or even different materials a weapon or its ammunition is made from.

If a creature takes damage from one of their sources of Vulnerability, they take additional damage depending on the following severity;

  • Minor: Damage is multiplied by x1.5
  • Moderate: Damage is multiplied by x2
  • Severe: Damage is multiplied by x3

Vulnerability is outlined as such;

Minor Vulnerability: fire, slashing

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