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rules:creature_features [2013/09/12 19:14] galacticcmdr created |
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| ====== Creature Features ====== | ====== Creature Features ====== | ||
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| + | The abilities listed here are all about the basic nastiness found in a number of beastly and monstrous creatures in the Dresdenverse. | ||
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| Your saliva is a powerful narcotic, leaving a victim insensate in the short term. With just a little more exposure, your victim goes straight from senseless to senselessly addicted. For those poor saps, detoxing is a bitch — it's easier, and more pleasant, just to play along with whatever you demand of them. | Your saliva is a powerful narcotic, leaving a victim insensate in the short term. With just a little more exposure, your victim goes straight from senseless to senselessly addicted. For those poor saps, detoxing is a bitch — it's easier, and more pleasant, just to play along with whatever you demand of them. | ||
| - | **Narcotic Saliva** You may use your narcotic saliva in a number of ways. The most common way in a fight is to spit it at your target or get close enough to lick him. This is handled with the Fists skill in either case and may only be done to someone in the same zone as you — preferably in very close physical proximity — and it is rolled as a maneuver (page 207). If successful, you place a temporary aspect on the target representing the momentary effects of your venom. | + | **Narcotic Saliva** You may use your narcotic saliva in a number of ways. The most common way in a fight is to spit it at your target or get close enough to lick him. This is handled with the Fight skill in either case and may only be done to someone in the same zone as you — preferably in very close physical proximity — and it is rolled as a maneuver (page 207). If successful, you place a temporary aspect on the target representing the momentary effects of your venom. |
| - | Alternatively, you may make a Fists attack—setting aside any damage bonus you might have—to inflict mental stress instead of physical stress. Any consequences resulting from such an attack represent the more lasting effects of the venom—if you score a moderate consequence or worse, or if you take your target out, you've really gotten your hooks into him (see below). | + | Alternatively, you may make a Fight attack — setting aside any damage bonus you might have—to inflict mental stress instead of physical stress. Any consequences resulting from such an attack represent the more lasting effects of the venom—if you score a moderate consequence or worse, or if you take your target out, you've really gotten your hooks into him (see below). |
| Typically, however, this saliva is administered out of combat—usually with an act of intimacy (kissing) or unintentional ingestion (spiking the punch). Roll Deceit with a +2 bonus against the victim’s Discipline. This is considered a "consequential contest" (see page 193); if you win, you inflict a relevant consequence (usually Addicted) on the victim, severity determined by the contest. | Typically, however, this saliva is administered out of combat—usually with an act of intimacy (kissing) or unintentional ingestion (spiking the punch). Roll Deceit with a +2 bonus against the victim’s Discipline. This is considered a "consequential contest" (see page 193); if you win, you inflict a relevant consequence (usually Addicted) on the victim, severity determined by the contest. | ||
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| You’re able to spit or otherwise throw some sort of self-generated projectile over a short distance. You’ll need to lock down this breath weapon to a single type of effect—e.g., acid, fire, lightning, etc.—when you take this ability. | You’re able to spit or otherwise throw some sort of self-generated projectile over a short distance. You’ll need to lock down this breath weapon to a single type of effect—e.g., acid, fire, lightning, etc.—when you take this ability. | ||
| - | You can attack targets up to one zone away from you with your breath weapon. Roll Weapons; if you hit, you deal +2 physical stress (essentially, this is a thrown Weapon:2 that you can self-generate). As with any weapon, you might be able to use your breath to perform combat maneuvers if you can justify it, setting temporary aspects on the scene or on your opponent. | + | You can attack targets up to one zone away from you with your breath weapon. Roll Shoot; if you hit, you deal +2 physical stress (essentially, this is a thrown Weapon:2 that you can self-generate). As with any weapon, you might be able to use your breath to perform combat maneuvers if you can justify it, setting temporary aspects on the scene or on your opponent. |
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| ===== Claws ===== | ===== Claws ===== | ||
| - | You have claws, fangs, or other natural weapons that let you add damage when attacking with your “bare” hands. Unless you have the ability to conceal your nature or change your shape (whether through Flesh Mask, shapeshifting powers, or the application of a Glamour), your claws are always visible. | + | You have claws, fangs, or other natural weapons that let you add damage when attacking with your "bare" hands. Unless you have the ability to conceal your nature or change your shape (whether through Flesh Mask, shapeshifting powers, or the application of a Glamour), your claws are always visible. |
| - | **Natural Weapons** You have claws (or something similar) which act as Weapon:2 for your Fists attacks. This bonus stacks with stress increases due to Strength abilities (page 183), but won’t stack with other Weapon:[X] effects per the usual weapon stacking guide | + | **Natural Weapons** You have claws (or something similar) which act as Weapon:2 for your Fight attacks. This bonus stacks with stress increases due to Strength abilities (page 183), but won’t stack with other Weapon:[X] effects per the usual weapon stacking guide |
| ==== Venomous ==== | ==== Venomous ==== | ||
| - | Your claws are venomous. Make a Fists maneuver; if successful, the target gains a Poisoned aspect. In each subsequent exchange, the target must roll Endurance to defend against an attack from the poison equal to your Fists score. Once the target concedes or is taken out (falling unconscious), the attacks stop (see page 203 for guidelines on being taken out). However, the damage is already done; without proper medical attention, a taken | + | Your claws are venomous. Use Fight to Create an Advantage; if successful, the target gains a Poisoned aspect. In each subsequent exchange, the target must roll Endurance to defend against an attack from the poison equal to your Fight score. Once the target concedes or is taken out (falling unconscious), the attacks stop (see page 203 for guidelines on being taken out). However, the damage is already done; without proper medical attention, a taken |
| out victim will die soon (within a few hours, perhaps less), though not immediately. | out victim will die soon (within a few hours, perhaps less), though not immediately. | ||
| - | Proper medical attention will remove the aspect and end the effect. This is an opposed roll—you can roll Fists (since that was the skill for the original attack) to set the difficulty to mitigate the poison. | + | Proper medical attention will remove the aspect and end the effect. This is an opposed roll—you can roll Fight (since that was the skill for the original attack) to set the difficulty to mitigate the poison. |
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| ===== Living Dead ===== | ===== Living Dead ===== | ||
| - | You’re dead, but you keep walking around. It’s kind of gross. You’ve got to be dead. | + | You’re dead, but you keep walking around. It’s kind of gross. You've got to be dead. |
| **Corpse Body** Your body is a corpse. This means that you cannot recover from consequences with time, because your body does not regenerate. Any physical consequences you suffer are permanent until you take some kind of effort to remove them (know any good taxidermists?) or seek supernatural assistance to reconstruct your body. | **Corpse Body** Your body is a corpse. This means that you cannot recover from consequences with time, because your body does not regenerate. Any physical consequences you suffer are permanent until you take some kind of effort to remove them (know any good taxidermists?) or seek supernatural assistance to reconstruct your body. | ||
| - | **Death is a Nuisance** Unless wholly destroyed or killed by special means, you’re already dead, and that doesn’t seem to have fazed you much. No “death” result is ever permanent unless special means are used (usually as determined by your creature type). | + | **Death is a Nuisance** Unless wholly destroyed or killed by special means, you're already dead, and that doesn't seem to have fazed you much. No "death" result is ever permanent unless special means are used (usually as determined by your creature type). |
| - | **Dude! You’re Dead!** And that’s pretty scary to a lot of people. When dealing with folks unaccustomed to the walking dead (and that’s most “regular” people), gain a +1 on Intimidation. The downside? Take a –1 penalty on nearly every other social skill (except Deceit). For every level of physical consequence you’ve sustained, increase the penalty/bonus by –1/+1. That said, the effect is short-lived with any one target—as they become accustomed to a reality where the dead walk, they eventually become inured to it as an additional reason to be terrified. | + | **Dude! You're Dead!** And that's pretty scary to a lot of people. When dealing with folks unaccustomed to the walking dead (and that's most "regular" people), gain a +1 on Intimidation. The downside? Take a –1 penalty on nearly every other social skill (except Deceit). For every level of physical consequence you've sustained, increase the penalty/bonus by –1/+1. That said, the effect is short-lived with any one target—as they become accustomed to a reality where the dead walk, they eventually become inured to it as an additional reason to be terrified. |
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| ===== Supernatural Sense ===== | ===== Supernatural Sense ===== | ||
| - | You have a supernatural sense of some sort, enabling you to detect something no one could normally detect (e.g., smell hope), or to perceive something normally in situations where you otherwise couldn’t (see in complete darkness). With each supernatural sense, you must identify whether this is a purely mystical sense (using Lore) or a more physical sense (using Investigation and Alertness as appropriate). | + | You have a supernatural sense of some sort, enabling you to detect something no one could normally detect (e.g., smell hope), or to perceive something normally in situations where you otherwise couldn't (see in complete darkness). With each supernatural sense, you must identify whether this is a purely mystical sense (using Lore) or a more physical sense (using Investigation and Alertness as appropriate). |
| <WRAP important round center 80%> | <WRAP important round center 80%> | ||
| **Note** The sense you define can’t be a "gamebreaker" without the GM’s approval — no "hear someone’s True Name in their heartbeat," probably no "see through walls." Alternatively, such things might be possible, but they should probably cost an extra one or two refresh at least. A number of abilities already encompass some portion of supernatural sensory ability. Don’t purchase this ability unless it’s clearly something extra, above and beyond what you already enjoy from your other abilities. | **Note** The sense you define can’t be a "gamebreaker" without the GM’s approval — no "hear someone’s True Name in their heartbeat," probably no "see through walls." Alternatively, such things might be possible, but they should probably cost an extra one or two refresh at least. A number of abilities already encompass some portion of supernatural sensory ability. Don’t purchase this ability unless it’s clearly something extra, above and beyond what you already enjoy from your other abilities. | ||
| - | <WRAP> | + | </WRAP> |
| - | **Strange Sense** In situations where you might be penalized or otherwise told that it’s impossible to sense something, you can nevertheless attempt to sense the thing you’ve defined, without penalty. | + | **Strange Sense** In situations where you might be penalized or otherwise told that it’s impossible to sense something, you can nevertheless attempt to sense the thing you've defined, without penalty. |
| ==== Strange Senses ==== | ==== Strange Senses ==== | ||
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| you take this ability. | you take this ability. | ||
| - | **Flight** You can fly, eliminating or reducing certain kinds of borders (page 212) and enabling travel upwards into zones (page 197) that can’t normally be reached. Winged flight is governed by the Athletics skill, just as running is. | + | **Flight** You can fly, eliminating or reducing certain kinds of borders (page 212) and enabling travel upwards into zones (page 197) that can't normally be reached. Winged flight is governed by the Athletics skill, just as running is. |
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| {{tag>dresdencore supernatural}} | {{tag>dresdencore supernatural}} | ||
