List | Feature |
Ability |
***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic. |
Ability |
***Multi-Headed*** An additional Combat Action per extra head possessed beyond the first. These are lost as each individual head is incapacitated or severed. Provided one head remains active, the creature can still control its shared body. When a multi-headed crea- ture resists spells which affect emotions or intellect, it rolls individual saves for each still intact head. |
Ability |
***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death |
Ability |
***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent |
Ability |
***Venomous*** Has a venomous attack. May use Inject Venom Special effect |
Exotic Poison |
***Ophidiodis Venom*** Application: Injected
Potency: 60
Resistance: Willpower
Onset time: 2d6 Minutes.
Duration: Half the ophidiodis’s CON in days. Conditions: Hallucination and Mania. The mental
effects of the poison come into play each time the victim encounters a new or stressful situation. For example they meet a suspicious looking traveller on the road they are fol- lowing or must cross a narrow rickety bridge over a chasm. In such circumstances the victim must make an unopposed test of their Willpower or suffer some delusional warping of their reality, which they are absolutely convinced is true. MI pg 256 |