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Whenever a critter flies, rends something with its claws, or paralyzes a target with a mere touch, it’s using a critter power. Powers are the special abilities that a critter possesses. Some critter powers are natural, such as their claws or tough skin. Others, such as a barghest’s Paralyzing Howl, are magical in nature.

In order for a critter to use a power against a target, they have to be in the same state, either astral or physical. Astral forms cannot affect physical targets, and physical forms cannot affect astral targets (see The Astral World, p. 312). An astral critter that can materialize can affect physical targets if they do so, however, and dual-natured critters can interact with the astral plane as easily as the physical one.

Each entry lists several common characteristics of each power:

Type
Like spells, powers may be either mana (M) or physical (P). Mana powers do not affect nonliving targets, whereas physical powers cannot be used in astral space or to affect astral forms.
Action
Most powers require a certain type of action (Simple or Complex) to activate. Some are always on and require no action to activate; these are listed with an Action of “Auto.”
Range
All powers have a range; this is listed as Line of Sight (LOS), Touch, or Self (the power affects only the critter itself). The Line of Sight rules for spellcasting (p. 281) also apply to critter powers. Unless otherwise noted, a power may only be used on one target at a time.Duration: This entry indicates how long the power’s effect lasts.Powers that are constantly in effect (those with an

Action of Auto) have a duration of Always.

Instant powers take effect and vanish in the same action, though they may have lasting effects (damage, for example).
Sustained powers may be maintained over time at no effort or cost. Because these powers are innate, the critter is not subject to any strain or modifiers for keeping the effect going the way sustained spells do—although normal sustaining rules apply if the critter casts and maintains a spell through Sorcery. Even taking damage will not distract the critter from its ability to sustain. As with sustained spells, line of sight does not have to be maintained after the power takes hold of its target. Critters may sustain a number of powers (or multiple uses of the same power) at one time equal to their Magic.
Permanent powers must be maintained for a specific period of time before the effects become permanent, as noted in the power’s description.

Some powers have a Special duration. The duration of the power’s effect depends on other factors; these are noted in the description.

Accident

Type: P Range: LOS Source: Core
Action: Complex Duration: Instant

Critters with this power can cause seemingly normal accidents to occur. The exact nature of the accident is for the gamemaster to determine, based on what the target is doing and what’s going on around him. This power isn’t, in and of itself, dangerous, but circumstance and environment can come into play to make it so. Tripping on your own feet in front of rush-hour traffic could be hazardous to your health, for instance.

When a critter targets someone with this power, make an Opposed Test, using the critter’s Magic + Willpower against the target’s Reaction + Intuition. If the critter wins, treat it as if the target rolled a glitch on a test. If the critter scores 4 or more net hits, the accident is treated as a critical glitch—it’s not just an embarrassing fumble, it’s a potential catastrophe. A critter can use this power on a number of targets at once equal to its Magic rating.

Animal Control

Type: M Range: LOS Source: Core
Action: Complex Duration: Sustained

Some critters can manipulate other critters, particularly (but not always) mundane ones. This power lets the critters control the behavior of an animal or a group of animals. It has to be a normal behavior for the target animal. A flock of birds, for instance, couldn’t steal a motorcycle or fire a pistol, but they could attack someone, follow someone else, or simply be made to fly away. If the target critter leaves the controlling critter’s line of sight, it can’t be commanded any longer, but it will continue to follow any orders they had already been given for the critter’s Charisma in minutes. The critter may control a number of small animals (cats, rats, etc.) equal to its Charisma x 5, or a number of larger animals (wolves, lions, bears, etc.) equal to its Charisma. This power may not be used on any critter with the Sapience power.

Armor

Type: P Range: Self Source: Core
Action: Auto Duration: Always

Whether it comes in the form of dermal bone deposits, scales, or just a thick hide, a critter with this power has some inherent protection from physical attacks. The critter’s natural Armor rating is cumulative with any armor worn.

Astral Form

Type: M Range: Self Source: Core
Action: Auto Duration: Always

A critter with this power only exists in the astral plane. Only astral attacks or mana spells/powers may hurt an astral critter; physical attacks or spells/powers have no effect. The reverse is also true; an astral critter can only affect dual-natured beings or those on the astral plane, whether through astral projection or astral perception.Critters with this power may manifest on the physical plane in the same way as astrally projecting magicians (see p. 313).

Binding

Type: P Range: Special Source: Core
Action: Complex Duration: Instant

Whether it’s through webbing, a sticky tongue, or some magical force, the critter with this power can make its target stick to any surface the target happens to be touching (often, but not always, to the critter itself). The target may attempt to break free from this with a Complex Action, rolling Strength + Body against the critter’s Magic + Willpower. If the target prevails, he has escaped. If he fails, he remains immobilized until the next time he can attempt an escape. The range of this power depends on how the critter binds its targets; it may shoot webbing (Range: LOS), have a sticky body (Range: Touch), or just be good at sticking to things (Range: Self).

Compulsion

Type: M Range: LOS Source: Core
Action: Complex Duration: Sustained

This power enables the critter to compel a target to perform a specific action, even if that action might not be in the target’s best interests. The critter must make an Opposed Test using its Magic + Charisma against the target’s Willpower + Logic; if the target loses, he must immediately carry out the compelled action. The victim immediately recognizes that he was compelled to act after this power is used. This power can’t be used to plant suggestions for future compelled actions; once the power is dropped, the target’s mind is his own once again.

Concealment

Type: P Range: LOS Source: Core
Action: Simple Duration: Sustained

Critters with this power can mystically hide themselves, other people, or things that someone else is seeking. Concealment subtracts a number of dice equal to the critter’s Magic from any Perception Tests to locate the concealed subject.

Concealment can be used simultaneously on a number of metahuman-sized targets equal to the critter’s Magic, or a number of much smaller targets (cats, babies, rats, etc.) equal to the critter’s Magic x 5. Concealed subjects can see each other if the critter allows it. The effect lasts until the target is spotted or the critter stops sustaining the power.

Confusion

Type: M Range: LOS Source: Core
Action: Complex Duration: Sustained

This power renders the target unable to think clearly. He becomes indecisive, forgetful, and befuddled. The critter makes an Opposed Test using its Magic + Willpower against the target’s Willpower + Logic. Any net hits the critter scores become a negative dice pool modifier for any action the target character takes.

Corrosive Spit

Type: P Range: Special Source: Core
Action: Complex Duration: Instant

The critter’s saliva (or some other chemical it can shoot) is extremely caustic and can be used as a weapon. It’s treated as a standard ranged combat attack, using the critter’s Exotic Ranged Weapon skill + Agility [Physical], with range increments of (Body) meters. The spit causes Acid damage (p. 170), with a DV of (Magic x 2)P and an AP of –(critter’s Magic).

Dragonspeech

Type: M Range: LOS Source: Core
Action: Auto Duration: Instant

Draconic physiology is not capable of vocal speech. Dragons (and some other, possibly related, critters) are able to communicate telepathically with other beings through this power—as many as they like within line of sight—no matter what the beings’ own Language skills look like. This telepathic communication can’t be picked up by technological means, so dragons wishing to communicate with dragonspeech through modern technology must employ a metahuman as a “translator.” This power lets the critter project speech, but the target(s) cannot respond the same way without their own telepathic ability.

Dual Natured

Type: P Range: Self Source: Core
Action: Auto Duration: Always

Dual-natured critters are active in both the astral plane and the physical plane at the same time. They can affect both astral and physical beings. They can perceive and interact with the astral plane like characters using astral perception (see Astral Perception, p. 312). Being dual natured, though, is different from astral perception in that a dual-natured critter always senses both the physical and astral worlds; they don’t have to shift back and forth (and, in fact, cannot do so). Their minds are accustomed to processing both astral and physical sensations, so dual-natured critters don’t suffer the –2 dice pool modifier for interacting with the physical world while astrally perceiving.

Elemental Attack

Type: P Range: Special Source: Core
Action: Complex Duration: Instant

Whether it’s a burst of flame or a bolt of lightning, a critter with this power can project a damaging stream of elemental energy. The power has a specific element type—for example, spirits of fire have Elemental Attack (Fire). The power is a ranged attack, with range increments of (Magic) meters, using the critter’s Exotic Ranged Weapon skill + Agility [Physical] to attack. The attack’s DV is (Magic x 2)P with an AP of –(critter’s Magic), plus as the appropriate elemental damage (p. 170), as listed in the critter’s statistics.

Energy Aura

Type: P Range: Self Source: Core
Action: Auto Duration: Always

This critter is surrounded by a field of damaging energy, which can take the form of fire, electricity, intense cold, or the like. The power has a specific element type—for example, spirits of fire have Energy Aura (Fire). The critter adds its Magic to the Damage Value of any melee attack it makes. The damage may have a specific type (Elemental Damage, p. 170) and has an AP of –(critter’s Magic).

Successful melee attacks against a critter with Energy Aura also damage the attacker. The attacker makes a Damage Resistance Test against a DV equal to the critter’s Magic x 2. This attack has an AP of –(critter’s Magic). Unless indicated in the critter’s description, this power is always on and cannot be turned off.

Engulf

Type: P Range: Touch Source: Core
Action: Complex Duration: Sustained

This allows a critter to draw a target into itself or the terrain it controls, smothering or otherwise enveloping the target and causing damage. This is a melee attack. If it succeeds, it inflicts damage equal to its Magic x 2 (see below for specific effects by element), and the critter has engulfed its target in its grasp. Net hits on the melee attack increase this damage normally. The target gets a Damage Resistance Test as normal, using Body + Armor; the attack has an AP of –(critter’s Magic).

Once engulfed, a target is trapped and cannot move.

Every time its Action Phase comes up after this, until the target escapes, the critter automatically inflicts damage as above; the target gets to resist each time as above. On the target’s Action Phase, he may use a Complex Action to try to escape. To attempt escape, make an Opposed Test, rolling the target’s Strength + Body against the critter’s Magic + Body. If the target wins, she escapes and takes no more damage from the attack.

Some engulf powers have secondary effects; these are described here.

Air Engulf
The victim resists Stun as if from an inhalation-vector toxin attack (p. 408). Armor does not protect against this attack, but other protective gear might (Toxin and Drug Protection Table, p. 408). If the victim passes out from Stun damage, she continues to take damage, with the Stun damage overflowing into Physical damage as normal.
Earth Engulf
The target resists Physical damage.
Fire Engulf
The victim resists Fire damage (p. 171).
Water Engulf
The victim resists Stun damage. This is rougher than normal drowning, because the critter is capable of exerting great pressure on the victim. Victims who pass out from Stun damage continue to take damage after falling unconscious, with the Stun damage overflowing into Physical damage as normal.

Enhanced Senses

Type: P Range: Self Source: Core
Action: Auto Duration: Always

This power includes any improved or augmented senses beyond the normal human range of awareness. This includes low-light and thermographic vision, improved hearing and smell, heat-sensing organs, natural sonar, and so on. The actual enhanced senses are specified it the critter’s description. If the enhanced sense doesn’t already have a specific effect (for example, thermographic vision), this power gives a +2 dice pool modifier to tests made using that enhanced sense, as well as +1 to the appropriate limit.

Essence Drain

Type: P Range: Touch Source: Core
Action: Complex Duration: Permanent

This power allows a critter to permanently take away another being’s Essence and add it to its own. Essence Drain can only target physical, sapient beings (characters and non-astral critters with the Sapience power). The target must be sapient (or achieve sapience) on its own; attempts to use spirit pacts or other methods to imbue mundane critters with Sapience solely for use as a source of Essence do not work.

Essence can’t be drained while the victim is actively, physically resisting. They must either be willing or subdued (restrained, paralyzed, mentally controlled, etc.). Essence transfer can only take place through a strong emotional connection, whether that emotion is passion, anger, or terror. The emotion must also be focused on the critter using the power. Abstract terror is not enough; the victim must be specifically terrified of his attacker in order for the attacker to drain the victim’s Essence. Though there is often a transfer of living material involved in an Essence Drain attack (a vampire drinking his victim’s blood, for instance), nothing but the emotional connection is actually required for this power to work.Draining a point of Essence takes an Extended Charisma + Magic (10 – target’s Essence, 1 minute) Test. If the critter is disturbed or interrupted before this test ends, the Essence point is not drained. Lost Essence affects a target character’s Magic or Resonance Rating (see Essence, p. 52). If a target character’s Essence is drained to 0, the character dies.

A critter can only increase its Essence to twice its natural maximum. Any Essence drained beyond this point is lost; the critter’s astral form can only hold so much at a time.

The psychic stimulus of the act of draining has the side effect of creating either agony or euphoria in the victim, depending upon the circumstances of the attack. Willing victims are most likely to feel a sensation of ecstasy, which could be addictive. A willing victim being drained must make a psychological Addiction Test (p. 413) with a threshold of 2.

A critter that drains Essence can pump their stolen life force into other attributes, including Magic, with a Simple Action. Every point of Essence spent may temporarily boost one Physical or Mental attribute, or Magic, by +1. Multiple points of Essence can be pumped into a single attribute if so desired, but only one point can be used per Simple Action. While more than one attribute may be boosted at a time (for example, Strength and Intuition can both be boosted at once), only one attribute may be so increased per Simple Action. The maximum boost an attribute can receive in this fashion is +4. This attribute boost wears off after 12 hours, and the Essence points used to fuel the boost are lost.

Fear

Type: M Range: LOS Source: Core
Action: Complex Duration: Special

This power gives a critter the power to fill its victims with overwhelming terror. The victim flees in panic and doesn’t stop until he is safely away and out of the critter’s sight. The critter makes an Opposed Test using its Willpower + Magic against the target’s Willpower + Logic. The terror lasts for 1 Combat Turn per net hit scored by the critter. Even once the fear fades, the target must succeed in a Willpower + Logic (critter’s net hits) Test to gather the nerve to face the critter again.

Guard

Type: P Range: LOS Source: Core
Action: Complex Duration: Sustained

This power allows the critter to protect against normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. The Guard power can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the critter’s Magic attribute. Each accident averted or glitch prevented counts as a service if this power is used by a spirit.

Hardened Armor

Type: P Range: Self Source: Core
Action: Auto Duration: Always

There’s Armor, and then there’s Armor. This is the latter. This power provides its rating in Armor, and functions just like the Armor power. It differs from the Armor power as follows.

If the modified Damage Value of an attack is less than the Hardened Armor rating (modified by AP), the attack does no damage. Don’t make a Damage Resistance test for the critter; it might not even notice the attack was made in the first place.

If the modified Damage Value of an attack is greater than the Hardened Armor rating (modified by AP), then perform a Damage Resistance test for the critter as normal. Additionally, half of the Hardened Armor rating (modified by AP, rounded up) counts as automatic extra hits on this test.

EXAMPLE Cayman and his team have their hands full with a young dragon that has been sent to keep them from getting home. Cayman starts with his Ingram Smartgun, managing 1 net hit on his attack, which means 9P worth of damage is heading for the dragon. The dragon has Hardened Armor 8, and the Smartgun has no armor piercing, so all points of armor are in play. The incoming damage value is greater than than the armor value, so it needs to be resisted (if the dragon had Hardened Armor 10, the shot would have bounced harmlessly off its hide). The dragon has a Body of 8; added to its Hardened Armor 8, it has 16 dice to roll. The Hardened Armor gives it 4 automatic hits (8 / 2). He then rolls his 16 dice for the Damage Resistance Test and gets 4 more hits, for a total of 8 hits. That means of the 9 hits, 1 got through. The dragon marks 1 box—out of 12—on its Physical Condition Monitor. Cayman’s got plenty of work left to do.

Hardened Mystic Armor

Type: M Range: Self Source: Core
Action: Auto Duration: Always

This power provides protection from attacks on the astral plane. Otherwise, it functions in the same way as Hardened Armor, above.

Immunity

Type: P Range: Self Source: Core
Action: Auto Duration: Always

A critter with Immunity has an enhanced resistance to a certain type of attack or affliction. Effectively, the critter has a Hardened Armor rating equal to twice its Essence against that particular kind of damage (see Hardened Armor, p. 397). This means that if the modified Damage Value of the attack does not exceed the Immunity’s rating, then the attack automatically does no damage. If the modified DV exceeds the Immunity rating, perform a Damage Resistance test as normal, adding the Immunity rating to the dice pool for this test. Additionally, half (rounded up) of the Immunity rating counts as automatic hits on this test.

Some Immunities function slightly differently, because the attack they protect against doesn’t do damage, per se.

Immunity to Age: Some things don’t get old. Literally. Beings with this Immunity neither age nor suffer the effects of aging.

Immunity to Normal Weapons: This applies to all attacks that are not magical in nature; weapon foci, spells, and adept or critter powers function normally. If the critter also has the Allergy weakness, then the Immunity does not apply against non-magical attacks made using the allergen.

Infection

Type: P Range: Touch Source: Core
Action: Auto Duration: Permanent

This power is the vector by which the human-metahuman vampiric virus (HMHVV) is transmitted. When a critter with this power uses Essence Drain to reduce the victim’s Essence to 0, this power attempts to pass the critter’s own infection on to the victim. To see if the victim is infected, make an Opposed Test of the critter’s Magic + Charisma against the victim’s Body + Willpower. If the critter wins, the victim is infected and enters a coma-like state as the virus reshapes the victim physically, mentally, and spiritually. Twenty-four hours later, the victim rises as a new Infected critter (as determined by its original metaspecies) with a single point of Essence and an insatiable, bestial hunger for more. The new Infected critter must drain Essence from another being immediately.

Player characters transformed through the Infection power automatically become NPCs upon their “death” and are controlled by the gamemaster from that point forward.

Influence

Type: M Range: LOS Source: Core
Action: Complex Duration: Instant

This power gives the critter the ability to exert its own will on a target character. It implants a suggestion in the target’s mind. Make an Opposed Test using the critter’s Magic + Charisma against the target’s Willpower + Logic. If the critter succeeds, its target acts on the suggestion as if it was his own idea.

If the target is confronted with the wrongness of the suggestion, the subject can make a Willpower Test to overcome it, the same way that mental manipulation spells can be overcome (p. 292).

Innate Spell

Type: As spell Range: As spell Source: Core
Action: Complex Duration: As spell

This power allows the critter to instinctively cast a single, specific spell. To use this power effectively, the critter has to have the Spellcasting skill. Innate Spells are chosen from the list of spells cast by magicians, and magicians can oppose them with the Counterspelling skill as normal. Innate Spells also produce Drain as normal, and suffer a –2 penalty for sustaining. Critters and Spirits resist Drain with either Intuition or Charisma, at the gamemaster’s discretion.

Materialization

Type: M Range: Self Source: Core
Action: Complex Duration: Sustained

Magicians and many critters can leave their bodies and project themselves into the astral plane. Likewise, many astral critters can project themselves into the physical world and form a temporary “body” to inhabit while they’re here. This lets them interact with, and affect, physical beings. Additionally, they gain Immunity to Normal Weapons while materialized. Materializing and dematerializing to return to the astral plane both require a Complex Action.

Mimicry

Type: P Range: Self Source: Core
Action: Simple Duration: Sustained

This power allows a critter to exactly imitate sounds, including speech and the hunting calls of other creatures to which the mimicking critter has been exposed. If mimicking something from memory instead of recent exposure, the critter needs to roll a Memory Test (p. 152). Noticing that the mimicked sound is false requires a Perception Test; the threshold of this test is determined by the number of hits scored by the critter with a Charisma + Magic Test.

Mist Form

Type: P Range: Self Source: Core
Action: Complex Duration: Sustained

This power allows the critter to transform itself into a cloud of mist. Shifting into or out of mist form is a Complex Action. When shifting into mist form, the critter transforms itself and any bonded foci it is carrying, active or not.

The mist form has a movement rate of 5 meters per Combat Turn; the critter can control some of its movement in this form, though it is susceptible to strong winds. These can push or disrupt the mist, which can temporarily disorient the critter. The mist form can pass through any cracks or crevices that aren’t airtight. Systems that defend against gases, bacteria, or viral infiltration also stop a critter in mist form.

While in mist form, the critter has Immunity to Normal Weapons. If the being is exposed to a substance to which it is allergic, it is immediately forced back into its normal form. While in mist form, the critter can perceive normally but cannot use any of its other powers until it resumes its normal form.

Movement

Type: P Range: LOS Source: Core
Action: Complex Duration: Sustained

This power allows the critter to speed up or slow down the target’s movement rate. The power only works on things that are predisposed to locomotion: vehicles, characters, or critters. If used on targets other than the critter, it also only functions in terrain that the critter controls. If used only on the critter itself, this power can be used anywhere. The critter can multiply or divide the target’s movement rate by up to its Magic attribute.

Only one instance of this power may be applied to a particular target at any one time. Once the target has left the critter’s terrain/domain, the power ends and the target’s movement is returned to normal.

Using Movement on vehicles is tougher than it is on critters and characters. If the target is a vehicle, the critter makes a Magic + Willpower test with a threshold of half the vehicle’s Body (round up), with a minimum of 2. If the critter meets the threshold in this test, multiply the hits by the vehicle’s Acceleration Rating and add the result to (or subtract it from) the vehicle’s Speed in the next Combat Turn, as if making an Acceleration or Deceleration Test. The critter can continue to make Magic + Willpower Tests to increase or decrease the vehicle’s speed each Combat Turn that it sustains this power and the vehicle remains in its domain/terrain. Based on the situation, these sudden changes in speed may call for Crash Tests (p. 201) for the vehicle

Mystic Armor

Type: M Range: Self Source: Core
Action: Auto Duration: Always

This power functions in the same way as Armor, except that it only provides protection from attacks on the astral plane.

Natural Weapon

Type: P Range: Touch Source: Core
Action: Auto Duration: Instant

Claws. Sharp, pointy teeth. A spiked tail. Whatever form it takes, the critter possesses some means of inflicting Physical damage. The description of this power describes the nature of the attack, as well as its Damage Value and Armor Penetration modifiers where applicable. Natural weapons may be either melee or ranged attacks, and critters follow standard combat rules when using them. Critters use the Unarmed Combat skill to attack with natural melee weapons, and the Exotic Ranged Weapon skill to attack with natural ranged weapons. Most natural weapons are considered normal weapons for purposes of the Immunity to Normal Weapons power; exceptions are noted in individual critter descriptions.

A dual-natured critter with a melee Natural Weapon can use this power against astral targets that are within its reach. Use the critter’s normal Unarmed Combat skill and physical Damage Value for this attack. Ranged Natural Weapons, like other ranged combat, do not work on the astral plane.

Critters without a Natural Weapon may still make an unarmed attack. As with regular characters, the Damage Value is (STR)S.

Noxious Breath

Type: P Range: Special Source: Core
Action: Complex Duration: Instant

A lot of critters have bad breath—this one’s breath is actually toxic. The critter with this power can incapacitate targets with a nauseating stench. This is treated as a ranged attack using the critter’s Exotic Ranged Weapon skill + Agility [Physical]. The damage is a toxin attack with an inhalation vector (Speed: Immediate, Power: critter’s Magic, Effect: Stun damage, nausea; see p. 409). Armor is useless, but respiratory protection will help guard the target (see the Toxin and Drug Protection Table, p. 408).

This blast of breath extends in a cone out to (Body) meters and can catch up to two targets who are within one meter of each other.

Paralyzing Howl

Type: P Range: Special Source: Core
Action: Complex Duration: Special

This power affects everyone who hears it, be they friend or foe, within a radius of (Magic x 15) meters. The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects.

If the critter wins, the target’s Reaction and Agility are both reduced by 1 for every net hit the creature scores; the reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.

Paralyzing Touch

Type: P Range: Touch Source: Core
Action: Complex Duration: Special

This is the Touch-range version of the Paralyzing Howl power. The critter must touch the target; if the target is surprised or otherwise unaware of the critter, this is automatic. If the target is aware of the critter, treat this as a Melee Attack that causes no damage. The Opposed Test to paralyze a target is the critter’s Magic + Agility against the target’s Intuition + Willpower. Otherwise, this power functions the same way as Paralyzing Howl.

Petrification

Type: P Range: LOS Source: Core
Action: Complex Duration: Sustained

Some critters petrify you with fear. Critters with this power can do it literally. Perform an Opposed Test using the critter’s Magic + Willpower against the target’s Intuition + Willpower. If the target wins, he suffers no ill effects.

If the critter wins, the target’s Agility and Reaction are both reduced by 1 for each net hit the critter scores; this reduction also affects the target’s Initiative and Initiative Score. This effect lasts as long as the critter sustains the power. After this effect ends, the target’s Reaction and Agility return at the rate of 1 point each per minute.

If either Agility or Reaction drop to 0, the target is transformed into a stone statue. He remains a statue for as long as the critter sustains the power; once the power is dropped, the target resumes his normal state and regains Reaction and Agility each at the rate of 1 per minute.

While transformed, the victim is unaware of his surroundings and events happening around him. He has a Barrier Rating equal to the critter’s Magic x 2.

Psychokinesis

Type: P Range: LOS Source: Core
Action: Complex Duration: Sustained

This power enables a critter to move an object with his mind. It’s similar to the Magic Fingers spell (p. 294), acting as a magical “hand” with Strength and Agility equal to the number of hits scored on a Magic + Willpower Test.

Regeneration

Type: P Range: Self Source: Core
Action: Auto Duration: Always

This power allows rapid healing of any damage a critter has taken. At the end of each Combat Turn, if the critter has any damage on either of its Condition Monitors, it makes a Magic + Body Test, adds its Body to the number of hits scored, and heals that many boxes of damage, first from Physical overflow, then from the Physical damage monitor, and finally from the Stun damage monitor. If the critter has exceeded its Physical overflow damage, it’s not dead yet. It still gets a Regeneration Test. If, after this test, its Physical overflow still exceeds its Body, then it’s really dead.

Regeneration can’t heal everything. Damage to the brain or spinal cord (for example, a called shot to the head) can’t be healed this way. Magical damage from weapon foci, combat spells, most critter or adept powers, or Drain likewise can’t be healed by Regeneration. If the critter is damaged by something it has an Allergy to, it can heal that damage with Regeneration, but can’t make the Regeneration Test as long as it’s in contact with the allergen.

Regeneration is incompatible with augmentations. Critters with Regeneration cannot receive augmentations; surgical incisions close too quickly to perform the implantation. Critters with augmentations who gain this power will reject their augmentations as the power repairs the existing genetic template.

Sapience

Type: P Range: Self Source: Core
Action: Auto Duration: Always

Sapient critters are self-aware, capable of making their own choices, and are generally at or above the level of Homo sapiens. While most critters are considered Unaware of any skill they don’t possess, sapient critters are merely Untrained and can default normally. They are also capable of learning new skills if they so choose.

Most sapient critters are mundane, but they are capable of Awakening and possessing a Magic attribute. Awakened sapient critters are capable of learning any magical task they set their minds to, and follow the same rules for magic as normal characters. While no sapient critters are known to have Emerged as technomancers, the appearance of “technocritters” has led many scientists to believe that it’s only a matter of time—if it hasn’t already happened.

Search

Type: P Range: Special Source: Core
Action: Complex Duration: Special

Seek, and ye shall find, but it goes a lot faster with this power. To find a target, the critter makes a Magic + Intuition (5, 10 minutes) Extended Test. Lots of things can make this harder; apply the appropriate modifiers from the Search Modifiers Table.

The critter must have seen the thing it’s searching for at some time before the search begins. Spirits may search for anything for which their summoner can provide them a mental image. Critters who can enter astral space may use this power there and do not have to materialize while searching, even if the target is in the physical world.

SITUATION Target is more than a kilometer away Target is a nonliving object or place

SEARCH MODIFIERS TABLE THRESHOLD MODIFIERS +kilometers +5 DICE POOL MODIFIERS –concealer’s Magic –barrier Force

SITUATION Target hidden by Concealment power Target hidden behind mana barrier

Venom

Type: P Range: Touch Source: Core
Action: Auto Duration: Instant

The critter secretes a toxin (see p. 408) that is dangerous and harmful to others. Typically, the attributes for this poison are Vector: Injection, Speed: 1 Combat Turn, Penetration: 0, Power: Magic, Effect: Physical damage. Some critters may have venoms with different attributes—these will be noted in their individual descriptions. `

Weather Control

Type: P Range: LOS Source: Core
Action: Complex Duration: Sustained

This allows a critter to manipulate, within reason, certain local weather conditions. The desired weather must be realistically possible in the environment, which means no snow storms in equatorial Africa, for instance. It builds up over time, reaching its peak when the critter completes a Magic + Willpower (10, 30 minutes) Extended Test. In spite of the power’s name, the critter doesn’t actually control the weather; it only summons it and pushes it in the desired direction. A critter can summon a thunderstorm, for instance, but can’t aim the lightning bolts.