List | Feature |
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 |
***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 |
***Web*** Touching the web glues limb to strand unless one time Brawn vs stickiness (Spider's Endurance) Has & AP and HP 0.5x spider Size. Attempting to cut free exposes the tool or weapon used to the same process. Web is not flammable. |
Ability |
***Vulnerable to sunlight** Takes 1d3 damage to exposed locations - cannot heal in sunlight. |
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 |
***Uz*** ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments.
***Hate the Sunlight*** Demoralised under sunlight - all skill rolls are one grade harder.
***Reaction to Iron*** Increase all damage that penetrates by 50%. If wearing any form of iron skills reduced by one difficulty grade, resisting magic one grade easier, casting one grade harder. |