List | Feature |
Ability |
***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner |
Ability |
***Leaper*** The creature uses Leaping attacks as described on page 152 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking. |
Ability |
***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218) |
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) |
Disease |
***Zombie Disease*** Incurable disease with a Potency of 80% - only magic can cure. Bitten subjects make Endurance roll vs POT Failure = rot before they die; losing characteristic points at a rate of one per hour. After 1d6 hours they expire from the disease and minutes later arise as a zombie. |