Hardened Armor
Critters with this power have an extraordinarily durable skin or carapace, giving the critter a natural layer of armor. If the Power of an attack does not exceed the critter's armor rating, then they do not do any damage.
APDS and AV ammo halves the rating of the armor.
Critter Power |
Type |
Action |
Range |
Duration |
Hardened Armor |
Physical |
Auto |
Self |
Always |
Hypnotic Song/Dance/Stare
Creatures with the Hypnotic Song power can influence others who hear it. This power affects all metahumans within earshot. Treat the song as an attack with a Damage Code of (Essence)M, resisted by the victim’s Willpower. In this case, the Damage Code simply measures the song’s effect. Cyberears with dampening reduce the song’s Damage Code to (Essence)L. Earplugs may do the same, at the gamemaster’s discretion. If the attack inflicts “Deadly” damage, the target stands paralyzed, unable to take any action for as long as the song continues.
An attack against a victim paralyzed by Hypnotic Song allows the character to make an Opposed Test using Willpower against the creature’s Essence. If the character achieves more successes, the effect of Hypnotic Song is broken. If the song stops, the hypnotic effect ceases and victims suffer +2 to all target numbers until their next turn after the effect of the power ends as they fight to clear their minds.
Hypnotic Dance and Hypnotic Stare are unique variants of this power which function by line of sight rather than affecting targets in hearing range. GMs should modify the above rules accordingly.
Critter Power |
Type |
Action |
Range |
Duration |
Hypnotic Song/Dance/Stare |
Mana |
Complex |
Special |
Sustained |
Immunity
The Immunity power gives the critter the equivalent of an Armor Rating equal to twice its Essence when resisting damage from whatever it is immune to. In addition, if the Power of the damage does not exceed twice the creature's Essence, it automatically has no effect. This power works against both magical and non-magical effects.
Critter Power |
Type |
Action |
Range |
Duration |
Immunity |
Physical |
Auto |
Self |
Always |
Note that beings with Immunity to Age do not age and never suffer the effects of aging.
Immunity to Fire works against fire and any fire-based attacks.
Immunity to Cold works against cold temperatures and any cold-based attacks.
Creatures with Immunity to Normal Weapons have an Armor Rating equal to twice their Essence. Any attack that does not have Power greater than this Armor Rating is ignored. The Power of the attack is determined after burst fire, full auto, and staging from melee successes is applied, so those weapons may be able to damage much more powerful targets than their base Damage Code implies. However, the Power is checked before ammunition bonuses are applied, so ExEx ammo for example, will not help you defeat the Armor Rating. Treat APDS, AV, and other armor-piercing ammunitions as normal ammunition against creatures with this power.
Once the Armor Rating has been exceeded, redetermine the Power and Damage of the attack, adding the effects of the ammo type being fired. Treat the target as if it was unarmored for the munition's effects, meaning AV and APDS ammo are treated as normal ammo, while hollow points increase Power by 3. Then subtract the Armor Rating from the new Power of the attack. This is the TN the target rolls against on its Body Test.
Immunity to Normal Weapons does not protect against Combat spells or weapon foci. Against weapons that inflict elemental damage (such as fire, water cannons, Elemental Manipulation spells and so on) the effect of the Immunity to Normal Weapons power is halved (Armor Rating equal to Essence).
Creatures with the Immunity to Control power subtract twice their Essence from the Force of any spell (or Essence of any power) used in an attempt to control them.
Infection
The Infection power allows a being with the Essence Drain power (see p. 10) to infect any suitable creature it drains to 0 Essence with the Essence Drain power. The victim sickens and apparently dies. Shortly after “death,” the individual returns to life as a being of the type that drained its Essence. Such “newborn” Essence-draining creatures are dangerous. Though they are barely conscious of their new state, instinct will drive them to satisfy their hunger for Essence in any way they can.
Player characters affected by the Infection power automatically become non-player characters after their “deaths” and are controlled by the GM.
Critter Power |
Type |
Action |
Range |
Duration |
Infection |
Physical |
Auto |
Touch |
Permanent |
Influence
The Influence power allows a being to insinuate suggestions into a target’s mind, predisposing that person to some form of action, reaction, or emotion. Make an Opposed Test between the being’s Charisma (or Essence, if it has no Charisma) and the target’s Willpower. The number of net successes determines how strongly the suggestion is taken.
Critter Power |
Type |
Action |
Range |
Duration |
Influence |
Mana |
Complex |
LOS |
Instant |
Innate Spell
The Innate Spell power gives a critter the ability to create an effect roughly similar to a spell, usually an elemental manipulation spell. The creature is not actually using Sorcery to cast a spell, but is manipulating mana in a manner that roughly approximates a spell being cast. Most creatures can only mimic one spell effect.
When a creature uses this power, treat the action as if the critter were casting the spell using its Essence for both Sorcery and Force. Most attacks made with this power inflict (Essence)M damage, though the Damage Level may vary. An elemental effect cannot be dodged with combat pool, but you can reduce it back to its base damage by negating successes, then soak with body.
The Innate Spell power functions in a fashion similar enough to spellcasting that Awakened characters can use spell defense to protect themselves and others against the effects of this power. Note that spell defense does not work against any other critter power (except for creatures with the Magical Skill power using Sorcery for spellcasting).
Because this is an innate power, critters using it do not normally suffer the effects of Drain. If a critter sustains an attack using the Innate Spell power, however, it will suffer Drain of (Essence ÷ 2)S according to the standard rules. The effect of a sustained Innate Spell attack covers a number of square meters equal to the critter’s Essence. Sustained innate spells can be dispelled.
Critter Power |
Type |
Action |
Range |
Duration |
Innate Spell |
Physical |
Complex |
LOS |
Instant |
Magical Guard
The Magical Guard power allows the being to provide spell defense in the same way as a magician, using a number of dice equal to its Essence.
Critter Power |
Type |
Action |
Range |
Duration |
Magical Guard |
Mana |
Free |
LOS |
Sustained |
Magical Skill
Certain beings can learn and use the magical skills of Sorcery and Conjuring. Most creatures follow a more shamanistic style of magic but do not necessarily follow totems (at least, not as metahumanity understands the concept). Others may use a more hermetic style of magic. Creatures able to use Sorcery can learn and cast spells, provide spell defense, and so on. They can also use Spell Pool. Creatures able to use Conjuring can summon and banish spirits (generally nature spirits). The creature’s Magic Attribute is equal to its Essence, and some may even be Initiated.
Creatures with the Magical Skills power can also use astral projection in the same way as a magician. Astrally projecting critters use their Mental Attributes in astral form. They can use any mana-based powers they possess on astral targets, but physical-based powers do not work on the astral plane. When astrally projecting, such critters can use Astral Combat Pool. They roll their normal number of Initiative dice while astrally projecting, and add +20 to their Initiative.
Critter Power |
Type |
Action |
Range |
Duration |
Magical Skill |
Mana |
Varies |
Varies |
Varies |
Magic Sense
Creatures with the Magic Sense power can detect the presence of magic and Awakened characters or creatures on the same plane. Make an Essence (2) Test for the creature, applying the modifiers from the Magic Sense Modifiers Table. Creatures with this power subtract one-half their Essence (round down) from the target number for astral patrolling.
Critter Power |
Type |
Action |
Range |
Duration |
Magic Sense |
Mana |
Simple |
Special |
Instant |
Situation |
Modifier |
Range to target, every (Essence) meters |
+1 |
Background Count |
+Level |
Target has active foci/spells |
-1 per 2 Force * |
Creature and target both astrally active |
-1 per 2 Magic Attribute or Force of Target* |
Surrounding terrain |
|
+- Open Terrain (flat countryside) |
-4 |
+- Normal Terrain (typical countryside) |
-2 |
+- Restricted Terrain (light woods, suburban streets) |
+0 |
+- Tight Terrain (urban mazes, dense woods) |
+2 |
+- Complex Terrain (building interiors) |
+4 |
* Unless Masked
Materialization
A spirit with the Materialization power may assume a solid form in the physical world. When it does so, its Physical Attributes equal its Essence, unless some modifier is specified in the description of the being. Materialized spirits do not require air or nourishment and have the powers of Immunity to Age, Pathogens and Toxins unless noted otherwise. The materialized spirit also has Immunity to Normal Weapons based on its Essence.
Most spirits do not like to materialize, and will only do so if ordered. Even so, most will not or cannot stay long, depending on the spirit. Nature spirits, for example, cannot stay materialized past sunset or sunrise.
Creating a material form to inhabit on the physical plane requires an Exclusive Simple Action, but remaining physical requires no further effort. Returning to the astral plane requires another Exclusive Simple Action.
Spirits in material form receive +10 to their Initiative. Most materialized spirits are also capable of making physical attacks with their reaction as a combat skill..
See specific spirit types for situational bonus or hindrances.
Critter Power |
Type |
Action |
Range |
Duration |
Materialization |
Physical |
Exclusive Simple |
Self |
Special |
Mimicry
The Mimicry power allows a creature to imitate a wide variety of sounds, including speech and the hunting calls of other creatures. The target number for a Perception Test (Hearing) to determine that the sound is false is the creature’s Essence +3.
Critter Power |
Type |
Action |
Range |
Duration |
Mimicry |
Physical |
Simple |
LOS |
Sustained |
Mist Form
The being can use the Mist Form power to magically transform its body into mist. The mist can pass through any porous material, crack or crevice that is not airtight, even penetrating filtration systems that are proofed against gases or pollution. Systems that are proof against bacteria or viral infiltration will stop a being in mist form.
While in mist form, the being has Immunity to Normal Weapons, including weapons to which it has a Vulnerability. If the being is exposed to a substance to which it is allergic, it is forced back into its normal form. Sunlight is often used in this way; other substances must be sprayed into the mist in a liquid or powder form to affect it. Shifting in or out of mist form requires an Exclusive Complex Action. Being forced out of mist form is instantaneous.
Critter Power |
Type |
Action |
Range |
Duration |
Mist Form |
Physical |
Exclusive Complex |
Self |
Sustained |
Movement
The being may use the Movement power to increase or decrease a target’s movement rate within the terrain it controls by multiplying or dividing the target’s movement rate by its Essence.
When used on vehicles, the critter makes an Essence Test with a target number equal to half the vehicle’s Body. Multiply the successes by the vehicle’s Acceleration Rating and add the result to or subtract it from the vehicle’s Speed in the next Combat Turn (similar to the vehicle making an Acceleration or Deceleration Test). The critter may continue making Essence Tests to increase or decrease the vehicle’s speed each Combat Turn it sustains the Movement power. Depending on the situation, this change in speed may call for a Crash or Stress Test.
Critter Power |
Type |
Action |
Range |
Duration |
Movement |
Physical |
Complex |
LOS |
Sustained |
Noxious Breath
The being can use the Noxious Breath power to create a nauseating stench to incapacitate victims. The victim makes a Willpower or Body Test (whichever is greater) against a Damage Code of (being’s Essence)S Stun. Armor and dermal plating do not protect against this damage, but a respirator will reduce the Power by 2 and stage the damage down one level. This blast of breath extends in a cone out to (Body) meters; apply the shotgun spread rules as if the attack had a choke rating of 2.
Critter Power |
Type |
Action |
Range |
Duration |
Noxious Breath |
Physical |
Complex |
Special |
Instant |
Paralyzing Touch/Howl
Paralyzing Touch
Any touch from a being (including an unarmed attack that does no damage) using the Paralyzing Touch power reduces the target’s Quickness by the being’s Essence for 2D6 minutes. Multiple touches can cause multiple reductions in Quickness. A target whose Quickness is reduced to 0 is incapable of any movement. A target whose Quickness is reduced below 0 may die. To continue breathing, the victim must make a Willpower Test each minute against a target number equal to the being’s Essence. If the victim fails a test, he or she has stopped breathing and will die in 1D6 minutes unless the paralysis effect wears off before that or someone applies first aid.
Paralyzing Howl
Some creatures have a version of this power known as Paralyzing Howl. In this case, the being can affect any target able to hear it. The creature makes an Opposed Test using its Essence against the target’s Willpower. If the creature achieves 1 net success, the power takes effect. If the Howl version of this power is used as an attack into or out of the field of a Silence spell, reduce the Power of the Paralyzing Howl by the Force of the spell.
Critter Power |
Type |
Action |
Range |
Duration |
Paralyzing Touch/Howl |
Physical |
Complex |
Special |
Special |
Pestilence
A creature with the Pestilence power carries a disease such as VITAS-3 or the Human-Metahuman Vampiric Virus (HMHVV). If the victim touches or is touched or wounded by the critter (or exchanges body fluid or any other such contact), she must make a Body Test against a target number equal to the critter’s Essence +2*. GMs can modify this target number based on the situation, how infectious the disease or carrier is and so on. A victim who fails the Body Test is infected with the disease. Victims who achieve only 1 or 2 successes may still become sick (to a lesser degree) or suffer unusual side effects. Unless stated otherwise in the critter description, treat this disease as VITAS-3.
[ *The Critters book states that the Body Test to resist infection should be rolled against the critter's Essence +2, while the mush states Essence -2 (see +info Critters Powers Pestilence). The ultimate decision lies with the GM.]
Critter Power |
Type |
Action |
Range |
Duration |
Pestilence |
Physical |
Auto |
Touch |
Instant |
Petrifying Gaze/Spit
Petrifying Gaze: A creature with the Petrifying Gaze power can transform living tissue to calcium carbonate. If the victim meets the being’s eyes, make an Opposed Test between the victim’s Intelligence and the being’s Essence. If the creature achieves more net successes, the victim is petrified. A creature can keep a number of victims petrified equal to its Essence. The only thing a petrified victim can attempt to do each turn is break the effect, which requires another Opposed Test. If the creature dies, the petrified victims return to normal.
Petrified victims have a Barrier Rating equal to their Body. If the victim takes any damage while petrified, the damage takes immediate effect when (if) the character reverts to normal. Chips and breaks will manifest as Light or Moderate wounds; a badly cracked or shattered petrified form will revert to flesh with limbs missing or suffering major physical damage.
Magician characters can use dispelling to break the petrification effect, as if dispelling a Petrify spell at a Force equal to the creature’s Essence.
Petrifying Spit: This power requires the creature to make a Ranged Combat test. If the attack is not completely dodged, the victim is struck, suffering an effect similar to the Petrifying Gaze power, except that it is limited to one extremity or body area. The GM determines the area hit, taking into account tactical considerations, angle of attack, and so on. Normal armor does not protect against Petrifying Spit, though a full chemsuit does. A head shot is immediately fatal.
If not removed, the calcification spreads every six hours to the next adjacent body area, unless the victim makes a successful Willpower or Body (8) Test. Cyberlimbs and prosthetics are not affected and can stop calcification from spreading to other areas.
Critter Power |
Type |
Action |
Range |
Duration |
Petrifying Gaze/Spit |
Physical |
Complex |
LOS |
Sustained |
Possession
This power allows the spirit to possess a living being, similar to the metamagical technique of Possessing, with a number of differences. Only astrally active beings (including dual critters) can be targeted by this power.
Free Spirit Power |
Type |
Action |
Range |
Duration |
Possession |
Mana |
Complex |
LOS |
Sustained |
To use possession, a spirit must fight the target in astral combat, inflicting only Stun damage. If the spirit wins, its astral form enters the target’s body and assumes control over it. The Stun damage the target takes in this combat is not applied until the spirit leaves the host. The spirit can only stay within the body for a number of hours equal to its Force.
The spirit can also inhabit a willing host, but the host must be astrally active (with the exception of loa summoners and serviteurs, who may be possessed through the magical link they have established with the loa. See Loa Spirit Possession tab). The host invites the spirit to enter, but the spirit decides when it will leave, unless it is exorcised.
Non-sentient beings are never willing hosts, but unconscious dual beings cannot resist. A spirit cannot possess a being that has no physical body or that has a body created through use of the Materialization power, such as another spirit. To possess a body, the spirit must be at that body’s location along with the astral form of the body.
[Note: the Critters book allows spirits with the Possession power to possess any willing host, regardless of whether they are capable of astral perception/projection or not, but Magic in the Shadows was printed at a later date and does not allow this.]
Possessing Astrally Projecting Targets
A spirit cannot possess the body of a magician who is astrally projecting to a distant location because at that point the body is not dual-natured. A spirit can, however, possess the body of an astrally projecting magician if it beats them in astral combat and their body is within line of sight; the spirit must possess the body immediately after defeating the magician.
Possessing Riggers and Deckers
Characters who are rigging or decking may be possessed if they are also astrally active and defeated in astral combat; once possessed, they are immediately dumped from their icon or vehicle. The possessing spirit may attempt to rig or deck, if so inclined.
While in control of a host body, the union is dual-natured and the spirit has access to its own knowledge, skills and powers (but not Corrosive Secretions, Engulf or Materialization) as well as all the host's physical abilities, innate magical abilities (including spells and adept or physical critter powers) and even memories. If the host has geasa on his powers, the possessing spirit must fulfill the geasa to use the powers.
All the host's physical Attributes are increased by an amount equal to the spirit's Force. The host’s mental Attributes are replaced by the spirit’s. If the host did not willingly submit to possession, add +2 to all the spirit’s target numbers while possessing that body.
Any physical damage taken during possession is applied to the host body. However, any mana-based magic (including mana spells and mana critter powers) used on the possessed body affects the possessing spirit.
The astral form of the host is not "pushed out" when the body is possessed; it is completely enveloped by the astral form of the possessing spirit. If the possessing spirit is capable of Aura Masking, it can attempt to Deliberately Mask the astral form of the being they are possessing in the same manner as masking foci and spells; for the purpose of Aura Masking only, treat the host as a focus with a Force equal to their Essence.
A spirit possessing a character can travel through astral barriers created by the spirit, as the spirit's astral presence is the dominant astral presence in the body. However, a possessed character cannot be "ridden" through any barriers created by the possessed character. The astral barrier will recognize only the dominant astral form.
Note that spellcasting Drain inflicts Physical damage on the possessing spirit's astral form, not the host body.
A spirit can be driven out of a possessed body in several ways. First, if the host is killed or knocked unconscious, the spirit is unharmed, but is driven back into astral form. The possessing spirit can also be driven out through the use of banishing or astral combat. If successfully banished (using an Opposed Magic Test) the spirit is disrupted rather than killed. Astral combat may kill or disrupt a possessing spirit according to the standard rules. If the possessing spirit attempts to stay in the body longer than a number of hours equal to its Force, it is disrupted.
When the spirit's astral form departs (willingly or not), the host immediately suffers the Stun damage taken during the astral combat at the beginning of the possession. If the host was willing, they must now resist (Force)D Drain. This Drain is Stun damage and is resisted with Willpower. This damage is cumulative with any damage (Stun or Physical) taken by the host’s body during the possession. The possessed party will remember nothing that occurred during the time they were possessed.
The loa spirit can possess its summoner or a serviteur. Using its Possession power cancels any remaining services the spirit owes the houngan. A houngan can only be possessed by a single loa spirit at a time. Other loa spirits vanish when the houngan is possessed, their services ended.
While possessed by a loa spirit, the host’s physical Attributes are increased by the spirit’s Force and their mental Attributes are equal to the spirit’s Force. The spirit is in control of the body: possessed characters are unconscious and do not recall what happened while they were possessed. The loa spirit can use any of its powers through the host body at will, in the same way as a materialized spirit.
A loa spirit inhabiting a living body cannot be controlled by another houngan, but it can be banished by a magician of any tradition who exorcises it from the host body.
The possession lasts until the task the spirit was asked to perform is complete or until 12 hours have passed, whichever comes first.
When the loa spirit departs (willingly or not), the host must resist (Force)D Stun damage using Willpower. Apply loa advantages to this test.
Psychokinesis
A being with the Psychokinesis power can generate psychokinetic energy with a Strength and Quickness equal to its Essence, similar to the Magic Fingers spell.
Critter Power |
Type |
Action |
Range |
Duration |
Psychokinesis |
Physical |
Complex |
LOS |
Sustained |
Regeneration
A creature with the Regeneration power cannot be killed by any damage except that which injures the spine or brain. Check for this type of damage whenever the creature takes Deadly damage or its cumulative damage reaches Deadly on the condition monitor. To determine whether a creature dies from Deadly damage, roll 1D6. A result of 1 indicates that the creature is indeed dead. If the damage is from weapons that cause massive tissue damage (fire, an explosion, and so on), the creature dies on a result of 1 or 2. For any other result, the creature suffers the standard damage penalties for the Combat Turn in which the damage was inflicted, but the damage vanishes at the beginning of the next Combat Turn.
Weapon foci can permanently slay creatures with this power. If a regenerating creature takes Deadly damage from a weapon focus, or damage from a weapon focus pushes the creature into the Deadly range on the condition monitor, the creature must make an Essence Test with a target number equal to twice the Force of the focus. If the creature achieves no successes on this test, it dies. Even one success allows the creature to make a Regeneration Test.
Critter Power |
Type |
Action |
Range |
Duration |
Regeneration |
Physical |
Auto |
Self |
Always |
Search
A creature with the Search power may seek any person, place, or object within its terrain. To find the target, the creature must succeed in an Opposed Test between twice its Essence* and the person’s Intelligence. If the target of the Search is an object, the critter must succeed in rolling twice its Essence against a target number equal to the target’s Object Resistance. The Concealment power directly opposes Search by adding the concealing creature’s Essence to the target number of the searching critter’s test.
*The mush entry for this power (+info Critters Powers Search) states that the critter using the Search power only rolls its base Essence rating vs a target's Intelligence to locate a living being, as opposed to rolling twice its Essence, as written in the Critters book and the SR3 Core Rulebook.
Critter Power |
Type |
Action |
Range |
Duration |
Search |
Physical |
Exclusive Complex |
LOS |
Special |
NOTE: The following rules from Magic in the Shadows are an expansion to the Search power and focus mainly on spirits, but GMs may choose to use them for a critter's use of Search as well.
To use a spirit’s Search power, the summoner must be able to clearly envision the subject of the search. Using the astral connection between spirit and summoner, the spirit can read the image from the summoner’s mind. If a command is too vague — for example, “locate every corporate security guard within two blocks” — the spirit may not carry it out completely, if at all. The magician need not know all the guards by sight but must give the spirit something specific: the look of a uniform or a “generic” image of heavily armed plainclothes corp goons.
Nature spirits do not deal well with high tech. A hearth spirit sent to search an office building for a secret file can probably locate a printed file if the summoner knows the title (and if the spirit has enough interest in humans to handle such concepts), but it will have trouble with electronic data. It might know how to log onto a workstation (after all, it is the spirit of an office building), but it will not be any great shakes as a decker.
If the object of the search does not lie in the spirit’s domain, a successful search will reveal that fact. An unsuccessful search means the spirit cannot determine whether the object is present.
If the target of the search is enclosed within an astral barrier, add the Force of the barrier to the target number for the spirit’s Search Test. If the test succeeds, the spirit knows the target is within the barrier but does not know specifically where.
NOTE: This expanded version of the Search power creates a very specific resolution system for the Search power of a nature spirit. The GM must choose between the basic or expanded system and use whichever is best for the story being played out.
A spirit can search an area within its own domain of 10,000 square meters times its Force. Each doubling of the search area adds +2 to the target number.
The spirit makes a Search Test using dice equal to twice its Force. The base Target Number for finding a living being is 4. For non-living objects, use the Object Resistance Table. If the target is concealed or enclosed within a barrier, add the concealer’s Essence or barrier’s Force to the target number.
The base time for a search equals 20 minutes times the number of “base areas” being searched. For example, a Force 4 spirit searching 120,000 square meters (3 times its base area), has a base time of 60 minutes (20 x 3). For great form spirits, the base time for a search is 10 minutes times the number of base areas. A spirit will spend the full base time searching if the search comes up empty.
Shadow Cloak
The Shadow Cloak power allows a creature to cloak itself in darkness, making it appear to be a shadow. Though Shadow Cloak is useless in full daylight and redundant in complete darkness, a creature with this power is difficult to detect in any other lighting conditions. Apply a +2 target number to Perception Tests to detect the creature in Minimal Light and a +4 in Partial Light. In Glare, apply a -1 to tests to notice the creature.
Critter Power |
Type |
Action |
Range |
Duration |
Shadow Cloak |
Physical |
Free |
Self |
Sustained |
Silence
A creature using this power creates a sphere of silence in a radius of its Essence in meters. Within this sphere, nothing can be heard, no matter what. A creature with the ability to create several spheres of silence within it's terrain is limited to a number no greater than his Essence.
A creature with the Silence power can surround itself with a sphere of total silence, with a radius equal to the creature’s Essence in meters. Within that area, no sounds can be heard, either by the creature or anyone else. Sounds originating in this area are silenced at the source.
Some creatures are able to create spheres of silence anywhere within the terrain they control; such creatures can simultaneously create a number of spheres equal to their Essence.
Critter Power |
Type |
Action |
Range |
Duration |
Silence |
Physical |
Complex |
Special |
Sustained |
Sonic Projection
A creature with the Sonic Projection power emits a cry that causes physical pain to other creatures. Add a +2 modifier to all target numbers for characters able to hear the cry for one full Combat Turn after the creature utters the cry. Characters with sound-dampening implants are unaffected, but characters with high-frequency hearing suffer a +3 modifier. Victims who achieve more net successes in an Opposed Test of Willpower against the creature’s Essence reduce the modifier by 1. If the Sonic Projection power is used as an attack into or out of the field of a Silence spell, reduce the power of the Sonic Projection by the force of the spell.
Critter Power |
Type |
Action |
Range |
Duration |
Sonic Projection |
Physical |
Complex |
LOS |
Instant |
Spraying
A creature with the Spraying power sprays a fine mist of reeking musk. The maximum range of the spray is the creature’s Essence x 2 in meters. The spray affects a 60-degree arc in one attack. To evade the spray, a target must make a Quickness (8) Test. A sprayed victim cannot perform any actions except defense for the remainder of the Combat Turn. Increase all the victim’s target numbers by +1 for (Essence)D6 turns. A sprayed victim must discard all surface clothing, including body armor, because the stench of the spray cannot be removed from such items. A person wearing a respirator is not affected by the Spray power except that he must throw away the clothes he is wearing.
Critter Power |
Type |
Action |
Range |
Duration |
Spraying |
Physical |
Complex |
Special |
Instant |
Storm
A spirit with this power can cause a storm anywhere in its domain, covering a maximum area equal in radius to the spirit’s Force x 100 meters. Storms can be accompanied by howling winds, lightning, rain and twisters, or they may exhibit other devastating phenomena appropriate to the domain, such as tidal waves, earthquakes, avalanches and flash floods. Storm spirits can create a storm regardless of the domain on the ground.
A summoner may call upon a bound spirit using its Storm power to make a Storm Strike. A Storm Strike is a devastating attack using the raw fury and power of the storm: lightning bolts, hailstones, falling trees, smashing waves, twisters, tumbling boulders and so on. Everyone and everything in the area of the storm is subject to damage from a Storm Strike, unless protected by the Guard power of a spirit of equal or greater Force, including the spirit causing the storm. A spirit of the domain in which the targets lie can also guard those targets. For example, a mountain spirit can Guard a character in the mountains who is caught in a Storm Strike attack.
A Storm Strike takes a Complex Action and can only be made once per Combat Turn. The damage for a Storm Strike is (Force)S. Armor offers no protection, but Combat Pool dice can be used to resist this damage. This damage is effective against vehicles but does only (1/2 Force)M.
Each time the summoner calls on the spirit to make a Storm Strike, he or she must resist Drain as though conjuring the spirit (do not make a second Drain Test for the spirit’s great form, however). Each Storm Strike counts as a separate service. If an uncontrolled spirit uses the Storm power, it must resist (Force)D Stun damage each time it throws a Storm Strike.
Critter Power |
Type |
Action |
Range |
Duration |
Storm |
Physical |
Exclusive |
LOS |
Sustained |
Venom
The attack of a creature with the Venom power is poisonous, with a Damage Code of (Essence)S. Treat the venom as a toxin with a speed of one Combat Turn. Individual creatures may have variations on this power.
Critter Power |
Type |
Action |
Range |
Duration |
Venom |
Physical |
Auto |
Touch |
Instant |
Weather Control
The Weather Control power allows a creature to manipulate certain weather conditions. The desired weather must be possible in the environment where the power is used (no blizzards in Death Valley or heat waves in Iceland, for example). The weather condition builds over a period of time, reaching its peak in 1D6 hours. To obtain the desired weather condition sooner, make an Essence (8) Test. Each success reduces the time by one hour, to a minimum of one hour.
The creature only “summons” the desired weather; it does not control it. For example, a creature that summons a thunderstorm cannot direct where the lightning bolts may strike.
Critter Power |
Type |
Action |
Range |
Duration |
Weather Control |
Physical |
Complex |
LOS |
Sustained |
|
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