List | Feature |
Ability |
***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218) |
Ability |
***Chaos Aura*** Tainted by the Chaos rune and other Chaotic creatures can sometimes recognise this. When encountering a creature of Chaos, it can attempt a Willpower roll. If successful, the creature will not be attacked by its enemy, so long as it does not take any hostile action. |
Ability |
***Spiny*** Spines automatically inflict the creature’s Damage Modifier against the body part used to strike them with unarmed attacks. Bigger or longer spines can also damage armed attackers, providing the spines are equal to the length of the weapon used. In such cases, it is the limb holding the weapon which gets injured. |
Ability |
***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence. |
Ability |
***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate. |
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 |
***Corrosive*** Any attack that penetrates armour causes 1d6 damage to weapon or attacking limb |