Notes |
Abilities:
Camouflaged
The creature is adept at hiding due to its colouration or unusual sur
face texture. Those attempting to spot the creature suffer a penalty
to Perception of two difficulty grades.
Cold-Blooded
The creature does not need to eat frequently. One meal a week is
sufficient to keep it healthy and well fed, and gorging itself on a
large amount of meat will remove the need to eat for a month. Con
versely, when exposed to temperatures below 15 degrees Celsius, its
reflexes become muted, suffering a penalty of -6 to Initiative, and
the loss of one Combat Action per round. Below 5 degrees Celsius
cold blooded creatures become completely torpid, entering a help
less catatonic state.
Blood Sense
Allows the creature to detect blood over great distances, either car
ried by wind or water. Traces of blood can be sensed at a distance of
half its INS in kilometres.
Diving Strike
Some creatures can plummet from the sky or surge through the
waters to attack their prey, striking with incredible force. This is
effectively charging for creatures which are not land based. Diving
Strike increases both the Size of the attack, and the creature’s Dam
age Modifier by one step, for this attack only. A diving strike may
only be used once per round. The creature must be at least one
full round of Movement above its target (or possibly below if sub
merged) in order to use the diving strike.
Grappler
If the creature successfully strikes in combat, it can immediately
Grapple in addition to inflicting damage. If the creature’s attack
was parried (or the creature itself is parrying), then the creature
is granted the Grip effect against the opponent’s limb or the Pin
Weapon effect against his weapon instead. The creature always uses
its Brawn skill to resist a victim from breaking free.
Hold Breath
The creature can hold its breath for extended periods of time. If
prepared and remaining fairly static, the creature can hold its breath
for a number of minutes equal to its CON. This period is halved if
the creature is active, such as when swimming or fighting.
Regeneration
The creature is able to regenerate Hit Points lost to damage. The
speed of regeneration varies depending upon the creature. 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
Swimmer
The creature automatically succeeds in everyday moving and
manoeuvring whilst swimming, and need not roll their Swim skill
unless attempting an unusually difficult task, such as swimming
against a powerful tide or leaping up a waterfall. A swimmer may
substitute the Swim skill for Athletics and Evade rolls whilst in water.
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