List | Feature |
Ability |
***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence. |
Ability |
***Diving Strike*** Increases both the Size of the attack and the creature’s Damage Modifier by one step, for this attack only. Once per round. Must be at least one full round of Movement above its target (or possibly below if submerged) in order to use the diving strike. |
Ability |
***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task |
Ability |
***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter. |
Ability |
***Disease of Zombie** If damage by Zombie POT 80 vs Endurance Rotting 1 characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means. If they die without cure - they turn to zombie with the disease in 1d6 minutes |
Ability |
***Undead***: Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the undead. (Mythras Core 214-218) |