List | Feature |
Ability |
***Life Sense*** Aware of any form of within a Willpower number of metres. Perception roll and touch - learns injuries, Fatigue level and if poisoned or diseased |
Ability |
***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218) |
Ability |
***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat |
Ability |
***Communal Mind*** Though a single creature of this type has only a low INT, a large group of them together possess a vastly improved intellect, poten- tially achieving sapience. |
Ability |
***Burrower*** Can tunnel through the specified ground type at its normal Movement rate |
Ability |
***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate. |
Ability |
***Entangling*** Restricts the movements of those within melee range, who must succeed in an unopposed Brawn roll to avoid being rendered physically helpless each round. |
Ability |
***Faerie Stealth*** Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power. |
Ability |
***Venomous*** Has a venomous attack. May use Inject Venom Special effect |
Exotic Poison |
***Krashtkid Venom*** Applicaton: Injected. Pot: 50 Resitance: Endurance Onset time: 1d3+3 rounds. Duration 1d3+9 Days. Conditions: Total paralysis for victim. |