Absorbing - Consumes spells up to 2d6 Magnitude (rolled each attack) adding magic points absorbed to self
Acidic - Possesses a flesh dissolving acidic ichor which sprays whenever the skin is damaged, causing damage to the attacker; roll 1d4 to determine the strength of the acid, 1=1d2, 2=1d4, 3=1d6 and 4=1d8 damage per wound.
Alluring - Produces pheromones which attract and seduce victims. The creature gains the Seduction skill at POW x5%. It can be resisted using Willpower as per any Seduction.
Almost Immortal. Unless killed with a single blow to head, chest or thorax (Major Wound) all damage fully heals by the next melee round.
Armoured - Gains 1d8+1 points of natural armour
Asymmetric - One half of the creature is larger, longer or taller than the other, double the Hit Points for locations in the larger side and halve the Hit Points of locations for the smaller.
Bemusing - Automatically befuddles one opponent per round in addition to other attacks
Bigger - add +2d6 to SIZ
Blood is alcohol; always drunk.
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.
Brainless - Sensory organs are distributed over the entire body and sentience is located elsewhere – but not in the head. The brain is found in a random location.
Burning - The creature seethes with chaotic heat, injuring anyone within Short range; roll a d4, 1=1d2, 2=1d4, 3=1d6 and 4=1d8 damage per round.
Chameleon - Naturally blends with its surroundings and has an effective Stealth skill of 100%+POW.
Chimeric - Physically merges with each new thing it kills, merging with it like a cent, so that the victim takes the part of the lower body
Climbing - Gains the Adhering Ability.
Confusing - Creature seems closer or further away tan it is. Attacks of the wrong type always miss
Contagious - Inflicts a virulent disease with a delay of 1d8 hours and potency of CONx5%, which reduces a random characteristic by1d8 points: roll a d6, 1=STR, 2=CON, 3=DEX, 4=INT, 5=POW or 6=CHA.
Corroding - Weapons sustain 1d8 damage each time they strike the creature. Weapon Armour Points offer no protection nor do spells such as Protection or Shield unless specifically cast on the weapon
Dampener - All magical effects within the creature’s POW in metres are suppressed by 1d8 Magnitude. Spells reduced to zero Magnitude are dispelled unless part of a permanent enchantment.
Deathly - Drains the vitality of nearby plants and creatures. Those in Short range of the creature must succeed in an unopposed Endurance roll each round to avoid suffering 1 point of damage to every Hit Location, ignoring all physical or magical armour.
Detachable - Allows the limbs and or head to detach at will to travel and act independently of the creature
Disturbing - Creature is covered with unsettling forms, such as miniature arms, multiple eyes or mouths, writhing pseudopods, etc. Viewers must succeed in an unopposed Willpower test or be helpless with horror until they can make the roll successfully.
Domineering - Manipulates those around it with mental commands, which cannot be resisted unless the target is successful in an unopposed Willpower test.
Draining - Temporarily weakens the magical power of an opponent, draining 1d8 MP with each successful strike.
Droning - Produces a buzzing noise that sedates listeners. All within the creature’s POW x5 in metres must succeed in an unopposed Willpower roll to avoid falling asleep for 1d8 minutes.
Entangle - Restricts the movements of those within melee range, who must succeed in an unopposed Brawn roll to avoid being rendered physically helpless each round.
Explosive - Explodes upon death doing 2-5d6 damage to all within its POW in meter. Damage is rolled for every hit location, armour helps
Faster - +2d6 to DEX
Fireproof - Immune to fire damage
Flamebait - if set alight everyone within a 5 meter radius suffers the same damage as that inflicted by the flames on creature. Splashing with water or quick burying into sand extinguishes the fire instantly. The victim can also try to beat out the fire, doing nothing else that round and having a Athletics chance of success.
Flammable - anyone who is wounded by the creature bursts into flame taking 1d6 damage in the hit location until he can douse the fire. Splashing with water or quick burying into sand extinguishes the fire instantly. The victim can also try to beat out the fire, doing nothing else that round and having a Athletics chance of success.
Frightening - Creature appears terrifyingly dangerous; viewers must succeed in an unopposed Willpower roll or flee the creature immediately.
Hallucinogenic - Gives off clouds of gas within POW meters. Endurance vs Endurance or everything gains Formidable difficulty
Hard to damage Weapons do no damage unless they reduce the hitloc to 0 or less in one hit.
Harmless - Appears to be a harmless creature or object until engaged in melee
Healing blood. Blood is Heal 6 potion, 3d6+6 doses. Automatically activated, one dose at a time, when injured.
Icy - Radiates freezing waves of cold, injuring anyone within melee range; roll 1d4, 1=1d2, 2=1d4, 3=1d6 and 4=1d8 damage per round.
Immortal - Recovers 1 hitpoint per turn to every location even growing back limbs. Only fire or acid can prevent this
Impregnable - Only one hit location can be harmed. All others shrug off damage. If that hit location suffers a serious wound the creature immediately dies
Insubstantial. Able to become insubstantial at will in 1-round increments; must re-solidify to attack. Able to cast and be affected by spells and spirits while insubstantial.
Intangible - Moves through solid objects as though non-corporeal. Whilst intangible it cannot be harmed, but neither can it attack.
Invisible - 1d6 hit locations of the creature are rendered invisible. Especially good if combined with Warped
Invulnerable - Invulnerable to one specific type of material (specific metal, wood, stone, flesh etc)
Leaper - Has powerfully sprung limbs, multiplying its jump range by a factor of 1d4+1.
Levitating -Hovers above the ground giving it the ability to move over any surface without sinking or leaving tracks.
Mimic - Assumes the shape of a creature it successfully touches, maintaining its own Characteristics, but mimicking the locations and appearance of the being contacted.
Mournful - Appearance is sad or pathetic. Observers must succeed in an unopposed Willpower roll to be able to begin attacking it.
Must dance whenever hears music.
Mutated - Roll a random location and remove it from the creature. It no longer has this location, but it still functions perfectly well without it, even defying logic.
Nerveless - Does not feel any pain, and ignores the effects of Serious Wounds.
Neutralising - Any spells cast at the creature are immediately neutralized.
Obfuscating - Produces a cloud of mist, spores or darkness that blinds observers. Those affected must succeed in an unopposed Perception roll every turn to see the creature.
Oversized - One location is swollen doubling its Hit Points.
Pain Spirit Spit - Spits a pain spirit (POW 3d6+6) at a designated target by spending 1d6 Magic Points
Paralysing - Renders victims incapable of movement; those touched must succeed in an unopposed Endurance roll to avoid 1d8 minutes of paralysis.
Perceptive - Possesses an odd primary sense; roll a d6, 1=Echolocation (sonar), 2=Thermoception (heat), 3=Cerebralception (sapient consciousness), 4=Nociception (pain), 5=Ethoception (souls), 6=Thaumaception (magic). The creature does not rely on sight to perceive others and may lack eyes.
Perfect Master. All skills at 100%
Poisonous - One unarmed attack inflicts a venomous poison with a delay of 1d8 rounds and a potency of CONx5%, which inflicts a Poison Condition selected from page 113.
Polymorph - Changes shape every round, maintaining its Characteristics, but assuming the locations of the new form and carrying over any damage already suffered (Games Masters should prepare various forms in advance).
Potent - 1-2 +1d6 POW -4 +2d6 POW 5-6 +3d6 POW
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.
Quick - Movement rate is multiplied by a factor of 1d4+1.
Radiates Fear. All creatures within 15m of this horrifying creature must make a Willpower with Formidable check or flee
Redoubled- Double the power of creatures normal chaos ability
Reflecting -All magic cast on the creature is reflected back against the caster.
Reflexive - Gains additional 1d3 Action Points
Regenerating - Recovers 1 Hit Point per round to every location, unless the creature has suffered a Major Wound in the injured location.
Reversed - Ages backward.
Roaring - Produces a thunderous roar, deafening listeners, who must succeed in an unopposed Endurance roll to avoid becoming temporally stunned for 1d3 Turns.
Rotting - Any wounds inflicted by creature can only be healed naturally - no magic helps
Scintillating - Possesses a shifting chromatic aura that confuses onlookers. All attacks against the creature are one grade harder.
Screamer - Emits agonizing screams when moving - preventing any verbal communication or Perception rolls based on hearing
Shadowy - The creature absorbs the ambient light in its immediate surroundings, creating a pool of total darkness with a radius equal to POW in metres.
Shell - is hollow inside filled with something nasty like gorps or insect swarm that emerges every time skin is pierced
Shocking - Charges itself with electricity, inflicting a shock on those that hit it (if using metal or uninsulated weapons, or are struck by it; roll 1d4, 1=1d2, 2=1d4, 3=1d6 and 4=1d8 damage per blow).
Silent - Completely inaudible – even its attacks.
Siphon - Attracts all magic cast within its POW in meters to strike it instead whether or not the original spell was ranged
Slimy - Cannot be grappled or gripped in close combat. The creature leaves a sticky mucus trail wherever it travels.
Smarter - +1d6 INT
Soft - Takes double damage from edged non impaling weapons
Soulless - Incapable of being engaged in Spirit Combat
Speedy - Movement rate is multiple by 1d4+1
Spongy - Takes double damage from impaling weapons
Squishy - Takes double damage from all blunt weapons
Stench - Releases nauseating odours that sicken inhalers, who must succeed in an unopposed Endurance roll to avoid uncontrollable vomiting for 1d3 Combat Rounds.
Sticky - Secretes a strong glue or mucus which causes items to stick to its skin, requiring a successful unopposed Brawn roll and a Combat Action to free.
Strong - add +2d6 to STR
Teleporter - Can freely teleport to a new location once per round. The location must be within a number of metres equal to POW x2.
Thieving - Steals a skill of choice from anyone it touches in combat unless it was parried which it can then use itself
Tireless - never loses Fatigue
Torn Asunder - Split in half - each with same skills and features. Able to scuttle about. Both share the same mind and magic points. Misses the missing hit locations - attack against it can choose Bypass Armor without critical.
Tougher - +2d6 CON
Translucent - As Disturbing but effect caused by having a transparent skill so that their innards are visible
Transmuter -Changes the substance of organic material it touches into another substance; living victims must succeed in an unopposed Endurance roll to avoid the struck location being changed into crystal, dust, stone, wine, bronze and so on.
Unbinding - Any spirits bound to or within charms which come within a distance of POW in metres are immediately unbound giving them their freedom
Vampiric - Hit Point damage inflicted on an opponent is transferred to itself, healing any wounds currently suffered.
Vengeful - Attacks the character that killed it in Spirit Combat. If it reduces the character to zero Magic Points the spirit possesses his body and forces it to kill itself in dramatic way
Very big - add 12 to SIZ
Very strong - add 12 to STR
Void - Becomes an empty sack whose actions and personality are mere echo of what was there before. Anoyone touched by or striking the creature must succeed in Willpower roll or be drawn into the void of Chaos, utterly destroyed and forgotten as if they never existed.
Warded - Invulnerable to one specific type of material; steel, wood, stone, flesh, etc.
Warped - Gain a functional extra appendage or body parts. Roll d20 ignoring the torso parts
Weakening - Temporarily reduces the STR of an opponent by 1d8 each successful (undefended) hit.