List | Feature |
Ability |
***Autonomous*** Can lose or self sever an appendage without suffering the Major Wound effects. Can be done for limbs, tails or wings. |
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 |
***Telekinesis*** To interact with the physical world spirit can instinctively move objects via telekinesis, providing part of their intangible body is touching it. They have a pseudo STR equal to their POW, though for the expenditure of a Magic Point they can multiply this limit by a factor of five, solely for the purpose of shifting exceptionally heavy objects. |
Ability |
***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). 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 |
Chaotic feature |
Levitating -Hovers above the ground giving it the ability to move over any surface without sinking or leaving tracks. |
Chaotic feature |
Invisible - 1d6 hit locations of the creature are rendered invisible. Especially good if combined with Warped |
Chaotic feature |
Boneless - The creature possesses resilient, malleable cartilage rather than bone. It can squeeze through any size of gap and takes no damage from any fall. |
Chaotic feature |
Projector - Any damage inflicted on the creature is felt by anyone within POW metres, who suffer the psychological, but not physical effects as if they had been wounded too. |