Action!/Schtick/Creature Powers

/Old

=Absorption= Tier 2 You may steal any Schtick used against you with a Creature Power+Power Free Action versus the opponents Skill Value+Soul. Duration is PV/5 sequences. Schtick is used with Creature Powers+Power. You gain a basic version of the Schtick and the target loses the effect for the duration. Advancement: Offense (Progression 5), Duration Threshold+1 (5), Gain random advancements (1p provides 2p Advancement per 5 PV, up to 10p Advancement per 5 PV).

=Adaptation= You are superbly adapted to life in a specific environment (such as Cool Temperate Forest (Taiga), or Tropical Plains (Savannah)). This gives you the following benefits: Passive: Gain +1 AV Survival in the chosen terrain. Passive: You may treat any Survival roll in the chosen terrain as Routine Advancement: AV (Progression ), Augment 1 (20), EV (1/2), Elemental (2), Elemental Travel (2), Quicker than a thought (2), Natural Healing (2)

Elemental
2 p You are now immune to any natural occurrence in your chosen terrain. Examples include volcanoes for mountains, drowning for Lakes and Rivers or Ocean, domesticated animals in Farmlands, heatstroke for Desert or frostbite for Arctic.

Elemental Travel
2 p You gain the ability to travel supernaturally fast along your terrain. You gain a non-Combat speed multiplier of Power.

Elemental Passage
3p Your Elemental Travel may now also be used by up to Power participants.

Natural Healing
2 p In your chosen terrain you gain the following: Action: You can Refresh (Regain Shock points) any target within sensory range with Occult/Creature Powers+Power. Power: You can Heal any target within sensort range with Occult/Creature Powers+Power.

Primal
5 p You may now commune with your chosen terrain, gaining an extra Soul point each day. Progression: Soul Points (Progression 25).

Quicker than a thought
2 p You may now teleport as per the Teleport Sorcery Schtick but only within your terrain.

Wrath of Nature
2 p In your chosen terrain you gain the following: Attack: You can attack any target within LOS at Power+5 Damage. This may be enhanced by any Sorcery Blast Booster Schticks.

=Amphibiotic= You may breath both air and one other medium, and have normal Move in the other medium. Advancement: Multibiotic (1), Dweller (1)

Multibiotic
1 p Add 1 more medium to your repertoir.

Dweller
Cost: 1 p Add +1 Move while moving in a chosen medium. Advancement: Move (Progression 5)

=Animal Control= You may control one type of animal (such as wolf, wasp, eagle or carp). Call [Animal]: One normal animal shows up within d10 Sequences if such animals are present nearby. Otherwise, nothing happens.

Expanded type
1 p Your animal type is expanded (such as small mammals, flying insects, singing birds or fish from a specific region).

Extra type
1 p Add an extra type to animals you can control.

[Animal] Summoning
2 p Action: Animal shows up. Power: A Horde of animals show up. Creature Powers.

[Animal] Teleport
2 p Can perform a Greater Teleport by becoming a swarm of animals.

=Armor= Cost: 2 p You have some kind of protective Armor, providing +8 Armor Soak.

Power Armor
Cost: 1p You get +10 Armor and may Defend Passively against Attacks, with Creature Powers. If you boost Armor further you get +1 Armor per point invested. Max is still SchtickMax.

Magic Armor
Cost: 2 p Soak is now based on Power.

Huge Armor
Cost: 2 p Soak is now based on Strength.

Hardened Armor
Cost: 1 p 1 level of Armor may not be Pierced or Ignored.

Abysmal Armor
Cost: 6 p Requires Abysmal Spines Anyone attacking you in Close Combat takes your Abysmal Spines as Damage.

Poisonous Armor
Cost: 6 p Requires Poison Anyone attacking you in Close Combat takes your Poison as Damage.

Damaging Armor
Cost: 6 p Requires [any Damaging Creature Power] Anyone attacking you in Close Combat takes Damage equal to your [Damaging Power] potential.

=Awareness= Tier 2 You have a mystical sense that is impossible to fool. You may use Occult/Creature Powers as Observation/Notice, Observation/Recon, Observation/Navigation and Survival or gain an extra +2 AV to these rolls. You do not need any other sense to target an enemy. Advancement: +5 AV (+2p), exchange +5 for +d10 AV (+1p)

Mystical Sense
Tier 2 You may now use Awareness at any time you would be able to use your sight. It also allows you to ignore invisibility, darkness, hampered visibility, or any other obstruction to your sense. It also allows you to perform stunts which depend on the sense in question. Examples include: creating maps of your surroundings through walls (hearing, touch), hunting (smell/taste), hearing heartbeats to to detect agitation (hearing), See living things through barriers (life sense), genealogy (smell/taste, lifesense), feeling structures underground (stone sense), Sense undead (death sense).

Power Sense
Tier 1 Power point: Add a d10 to AV.

Accurate
Tier 1 Add a level to your sensory EV with this sense. Advancement: EV (Progression 1)

Lie Detection
Tier 1 You may use Creature Powers+Empathy vs Social(Willpower)/Creature Powers+Manipulation(Power if Life Sense is bought) with a bonus level of EV to ascertain if a subject is lying or not. 5 PV is required to be sure of lies or truths. Advancement: EV (Progression 1, Gain the following at 3 levels: Power: Ascertain if subject is lying or not.)

Magic Sense
Tier 2 Your sensory Actions with this sense are now versus any Occult/Willpower + any Soul.

Power Sense
Tier 2, requires Magic Sense You may now roll versus the lowest of targets Sneak+Agility, or any Occult/Willpower + any Soul.

Magic Hunter
Tier 3 Reduce your target's EV to your Awareness by its [Power], or in case of items by it's SchtickMax. Can be countered by Damage Immunity:Creature.

=Bane= Tier 2 Requires another damaging Creature Power Power: Damage from a damaging Creature Power is now impossible to heal (and lowers Health), except with extraordinary means (most commonly Sorcery Schtick Healing, or Regeneration). This includes Shockpoints, but can only lower Health to 1. Advancement: Damaged victims count as present if you wish to use other Creature Powers on them (2), First Wound counts double when Healing it (5, Progression 25, All Wounds at 25).

=Blast= Tier 2 As per the Sorcery Blast, usable with Occult/Creature Powers.

=Blink= Active Defense: You may make a Move, ignoring intervening barriers. Move: You may make a double Move, ignoring intervening barriers. Action: You may make a double Move, ignoring intervening barriers, and an Action. Flaw: Only between phenomena (like shadows).

=Blood Drain= Passive: You gain a bonus as per the Sorcery schtick Enhancement, by damaging a target with one of your natural attacks or Creature Powers. . (A mook cannot receive more than 5 PV). This bonus is not cumulative with itself.

Examples
Classic Blood Drain: Gain a Wound per 5 PV inflicted. Magic Drain: Gain a Power point per 5 PV inflicted. Stamina Drain: Gain a shock point per PV inflicted. =Blood Healing= You may use the Healing Schtick on any living target replacing Sorcery with Creature Powers. If a Power is spent, the target also gains the Flaw: Bloodbound for a day.

Flaw: Bloodbound
Target counts as in touch range and may not Defend Actively against any of your Effects or Attacks. =Blowing Chunks= Action: Cause nausea in a 45 degree cone, range Power meters. Willpower/Toughness vs Power, failure causes loss of Action or 3 Shots. Causes 1 point of impairment, not stackable. Action, Power: Cause nausea in a 45 degree cone, range Power meters. Willpower/Toughness vs Power, failure causes loss of Action or 3 Shots. Causes Power points of impairment. Every 5 points of margin removes one point of impairment, minimum 1 point of impairment, not stackable.

=Blur Form= Passive:You may sneak around with Occult/Creature Powers+Power instead of Security/Sneak+Agility or gain +2 AV to Security/Sneak+Agility. As long as you don't move, you get +5 EV to be detected. Advancement: +5 AV (+2p), exchange +5 for +d10 AV (+1p), Extra Sneak EV (Progression 1), Being still Sneak EV (Progression 1/2), Resisted by Willpower/Occult(any)+any Soul (2).

Flitter
Tier 2 Increases your move speed while sneaking to normal.

=Burrowing= Passive:You have a Burrowing Move equal to your normal Move through most materials.

You may bring any number of persons with you.

=Call= Action: You can call upon other Creatures. They are built using normal construction rules. Named creatures have 5 points per point invested into Call, Unnamed only 2 points per point. To Call a Named creature you only have to spend an Action, while to Call a group of Unnamed Creatures requires you to spend an Action and roll Occult/Creature Powers+Power difficulty 0. Every 5 PV produces an Unnamed Creature. You may not Call more than 1 Unnamed Creature per point invested into Call. You get both an Unnamed and a Named Creature points pool with a single schtick of Call, but several Named creatures share the Named Creature point pool.

Sacrifice
Action: Destroy one Creature that you can call, not called by anyone else, to gain a bonus equal to the Sorcery Schtick Enhancement, and all Schticks the Creature possessed. Duration of this Power is Power minutes. =Conditional Escalation= Each time you take one or more Wounds, you gain benefit equal to [the Attack PV] from the Sorcery schtick Enhancement (chosen when the schtick is bought).

Conditional Reproduction
Tier 0/2

Instead of gaining a target Enhancement, you produce an Unnamed copy of yourself. This may be taken instead of the normal effect at 5 PV. They have your SkillMax-1.

Advancement: Increase SkillMax to normal (2).

Absorb Wound
Tier 2

Pay a Power to absorb the first Wound taken when using Conditional Escalation.

Advancement: Remove Power Cost(5), Also ignore further Wounds (25)

Lessen Scope
Flaw 2

Choose a category as Damage Immunity. You only gain Conditional Escalation from Wounds inflicted by that Damage.

Increased Escalation
Choose a category as Damage Immunity. You gain twice the normal amount of Conditional Escalation from Wounds inflicted by this Damage.

Advancement: Increase multiplier (10).

=Construct= Does not need to eat, drink, breath or sleep. =Corruption= Any creature you kill with Attacks using Creature Powers becomes a Creature of your choice gaining Occult/Creature Powers 10 and a Creature Power. It also gains Flaw:Dominated. You may buy positive Extra Flaws with points. The Creature can only receive your Powers, and cannot be built on more points than your points in Corruption x 5 (or your total for named characters).

Extra Points
Tier 2 The Creature receives 10 points at creation.

Flaw:Dominated
Your creator ignores your EV modifiers (including Attributes) when using Suggestion or Interaction on you.

Flaw:Time Restraint
The Corrupted creature only survives Power days.

Flaw:Susceptibility
The Corrupted creature has an allergy, psychosis or spiritual problem with a thing.

Flaw:Sustenance
1 to 3:

1: Double the normal food.

2: Feces, garbage, radioactive isotopes.

3: Brains, blood or life force.

Flaw:Monstrous
1-5

Creature becomes Monstrous and cannot pass for a normal member of its species anymore.

=Cricket Legs= You gain the following abilities: Defensive, Successful Defense: Jump [Strength] meters in any direction. Move: Jump [Strength] meters in any direction. Action: Jump [Creature Powers]+[Strength] meters in any direction. Advancement: Exchange [Strength] for [Power] (Creature Power becomes a teleport). =Damage Aura= Tier 2 Passive: A Blast you have bought now also provides a continous damaging effect to all in close combat with you. The Aura does the Damage of the Blast.

=Damage Immunity= Tier 2 You lower the Damage or EV of a specific type of Effect by your Power. You also raise your Soak or EV against it by Sorcery Examples include: There is always a way around the Immunity (Guns->Silver Bullets, Martial Arts->Magic Weapons, etc). Advancement: Lower Damage (Progression 1 up to Max), Raise Soak (Progression 1 up to Max)
 * Anything fired with Guns
 * Armed Martial Arts Attacks
 * Fu Schticks
 * Fire and explosions
 * Creature Powers except Abysmal Spines
 * Abysmal Spines
 * Sorcery except Blast
 * Blast
 * Unarmed Martial Arts Attacks

=Dark Gift= You can give a willing or helpless victim the use of one of your Schticks. You don't lose the use of the power. Recipients have to drink your blood or similar, and it costs them a Power point. The gift lasts for Creature Powers hours, unless you too spend a Power point, in which case it lasts Creature Powers days. They temporarily gain Occult/Creature Powers 10.

Darker Blood
1p Target gains the use of another of your Creature Powers.

Raw Power
Tier 2 Add 1 to gained Occult/Creature Powers. Maximum your Skill Max in Creature Powers. Advancement: AV (Progression 2).

Force Flaw
Tier 2 You may force a target to receive a copy one point of your Flaws with a Creature Powers+Power/any Occult+highest Soul. Advancement: More Flaw points received (2, Progression 10).

=Dark Mastery= By Carl Cramér You have mastered a particular weapon or fighting technique by making a pact with darkness. You get to select one Kung Fu power, and can use that power with your Creature Powers skill, but you still need to have the normal prerequisites, except that you may exchange Focus requirements for Power requirements. The most common instances of Dark Mastery are Signature Weapons. =Death Grip= Passive: If you hit with an Attack you may lose the use of that Attack to inflict Damage from this Attack each time the target takes an Action, and at the start of each Sequence. This may be stopped by a Occult/any+Power, Action/Martial Arts+Focus or Willpower+any Soul roll difficulty 0 with PV equal to your Occult/Creature Powers+Power or by a Stunt depending on the Attack.

=Death Resistance= Tier 1 You gain +10 EV on all Shock rolls. Advancement: EV on Shock rolls (Progression 1/3), You ignore impairment from damage and pain (5 p).

=Dematerialization= Action, Power: You become intangible and can pass through solid matter. You can only use Creature Powers in this form. You still take damage from Attacks.

Dematerialized Action, Power: You may Greater Teleport as per the Sorcery schtick Teleport.

=Dispel Magic= Your touch and will dispels magic. Passive:You may use Passive Defense with Creature Powers against Sorcery. Action: Destroy a spell cast earlier with Occult/Creature Powers+Power Difficulty (spellcaster's AV) EV (spellcaster's EV). Spellcaster may Actively Defend if the attempt is sensed in any way.

=Displacement= Tier 2

You appear as several illusionary selves.

Action: You gain a +1 bonus to your Active Dodge.

Power: You gain +1 bonuses to your Active Dodge equal to your Power.

Active Defense: You lose a [+1 bonus to your Active Dodge].

=Domination= You may use Creature Powers as any Interaction, or gain +2 AV to any Interaction roll.

If you gain 20 PV, you may choose "Mind Control" as the result if you use the Creature Powers version.

Advancement: +5 AV (+2p), exchange +5 for +d10 AV (+1p).

=Dual Attack= =Elemental= You become Elemental and gain Damage Resistance to your element.

Booster Schticks
This Power has one Booster Schtick Track. For each level bought in any Booster Schtick, level cost goes up for all Booster Schticks.

Extra Wound
(Progression 5): +1 Wounds.

Extra Hardy
(Progression 25/+3): +3 Wound Threshold, +7 Health.

Extra Tough
May not buy Extra Speed (or any other Move bonus). (Progression 5/4): +4 Armor.

Extra Fast
(Progression 5): +1 Initiative.

Extra Speed
May not buy Armor. (Progression 5/+2): +2 Move.

Extra Elemental
Any Adaptation Booster Schtick.

Elemental Attack
Tier 2

Str+8 Dmg based on Element. May use all Abysmal Spines Boosters and Flaws.

Elemental Aura
Tier 2 Passive: A Blast you have bought now also provides a continous damaging effect to all in close combat with you. The Aura does the Damage of the Blast. =Elusive= Tier 5 Passive: You gain +5 Defense. Attack hits, 3 Shots: Attack misses. You may do this after an Attack hits. This ends any Active Defense and removes the Passive Defense bonus until your next Action.

Advancement: Lower Shot Cost by 1/2 (3/6). =Extra Head= Tier 2

One extra head means one extra Action. All your rolls are now Prototype, and, on a botch your heads get into an argument and you may not take Actions until you are Wounded, or someone succeeds with 20 PV against you, or the scene ends. =False Image=

=Feature Teleport= Action, enter feature: You my Teleport as per the Sorcery schtick Teleport, but range is to nearest feature or feature within line of sight. Action, Power: You may Greater Teleport as per the Sorcery schtick Teleport.

=Foul Spew= You may regurgitate or produce a noxious, slippery or just plain disgusting substance around you or at specific ranges, in specific shapes. It lasts [Power] Sequences. Choose a substance:

Foul Spew
Tier 2 vs Willpower+Soul

Nauseating Chunks
Tier 2 vs Toughness+Focus or

Slippery Slime
Tier 2 Creature Powers+Power/Stunt+Agility impairment or Shot loss (1/5PV).

Advancement: Inflict both impairment and Shot loss (2).

Noxious Vapors
Tier 2 Creature Powers Area Attack Damage Power (vs 1 target initially).

Area
Tier 1 The substance now spreads 3 meter from a target point, instead of dousing a target. Progression: Power meters (3),

Alternate
Tier 1 You may produce one more substance.

Joined
Tier 2 You may produce a substance that has two effects, that you already possess.

Evaporating
You may end the Effect at any time, and it lasts up to [Power] minutes.

Goo
Power point: Lasts until Power point is reclaimed or target cleanses thoroughly.

=Gotcha Arm=

=Growth= Provides +2 Strength, +2 Toughness, -1 Agility. 12.5% Length. Add Length and increase all values per schtick. Advancement: Bonus Package(+2 Strength, +2 Toughness, -1 Agility, +12.5% Length) (Progression 10). Flaw:Always On.

Flaw: Always On
Growth cannot be turned off.

=Holy= You become Holy, and gain Regeneration 1. You also gain Good Looks 5 (+10 EV to Social).

Booster Schticks
These share a single Progression 10.

Extra Tough
You gain +1 Wound. Progression: Wounds (Progression 5)

Extra Hardy
Tier 2 You gain +1 Wound Threshold, +2 Health. Progression 10

Extra Healing
You heal +Power Shock points per Sequence or 1 Sequence (6 seconds) less is required for Wound regeneration. Progression: Shock points (Progression 10/+Power), -1 Sequence (2)

=Horde= You may buy a Gang, Clan or House of a chosen Creature type as a Creature Power.

=Immortality= You cannot die. If you do, you mysteriously disappear, and appear at the end of the scenario.

=Inevitable Comeback= You die hard. After the end of a Sequence in which you died for the first time, you reanimate with full Wounds and 1 SP.

Die harder
You can die yet another time.

=Instant Healing= Free, Lower [Maximum Wounds] by 5: You can heal instantly and fully. [Maximum Wounds] returns at a pace of 1 Wound per day.

=Insubstantial= You may pass through solid matter, albeit very slowly. You may Move 10 centimeters per Sequence while this ability is in use. You may not move through a category of matter (typical examples include metal, stone, wood, living matter, or worked materials).

Leakage
You may Move a further 10 centimeters per Sequence.

Specificity
You may narrow the matter not passed through (typical examples include lead, marble, teak, humans, or brick work).

=Lethal Impression= First time you meet or transform into your monster form in front of a group of targets, you may cause Area Damage with an Interaction+Charisma/Interaction Defense+Empathy.

You may also pay a Power to do it again, but only once per scene, and not the same Sequence you performed your first Lethal Impression.

Advancement: +1 level of EV (1, Progression 1), Pay Power to increase the result by +d10 AV (2).

Lethal Seduction
Tier 2

Your Lethal Impression now causes the normal Interaction Effect as a seductive, cloying effect. By using a Free Action you may unleash the Damage instead, ignoring the Interaction result. Cajoling the target may provide the you with some kind of bonus.

Lethal Presence
10 points

Your Lethal Impression no turns into Lethal Presence: you may pay Power each Sequence to cause a Lethal Impression.

=Magic Resistance= DEPRECATED Should be replaced by Damage Immunity: Blast or Sorcery except Blast Don't forget to choose a vulnerability. (Cost bör höjas till 4) You resist any Occult Effect by lowering its EV by Power and raising your EV by Creature Powers. Any Occult Effect that does not require a roll now requires a roll against your Creature Powers + Power. Advancement: Defense increase (Progression 5), Resistance increase (Progression 1/2)

=Marked for Death= This Power starts with the Flaw:Wretch. Passive: Target is Stymied on all rolls. Action: Target lose their next extra die. 3 Shots, Power: Target receives 2 negative dice on a current roll of your choice. Action, Power: Target loses an extra die each time they use one or more extra dice, Duration [Creature Powers/Power vs 0], 1 Sequence per 5 margin. Marked for Death lasts EV weeks, or indefinitely by comitting a Power point.

Flaw:Mark
You may only target someone that you have succeeded against with a minimum PV of 10.

Flaw:Specific Skill
Submission requires a specific Interaction Skill.

Flaw:Wretch
You may only target someone that you have succeeded against with a Creature Power or any Interaction and minimum PV of 20.

=Massive= Tier 4 You gain +2 Wound Threshold and 5 SP. Advancement: WT (Progression 10), 5 x SP (Progression 5)

=Monster Mark= Your horrifying touch causes a target to feel your presence everywhere. Passive: You may target a Marked target with a Creature Power ignoring range. Mark Target, PV 5: Gain a positive die against the target. Mark Target, PV 10: Gain two positive dice against target. Mark Target, PV 20: Target's Defense is set 0 versus your Actions. Action: Mark a target with a touch and a Creature Powers+Power/Occult or Willpower+Soul. Advancement: Gain the following: Attack hit, Power:You may Mark the target (3). This Power lasts a scene or indefinitely by committing a Power point.

=Monstrous Attribute= Gain 2 +1 modifiers, and a -1 penalty to Attributes. You may not more than add SchtickMax to an Attribute or lower an Attribute below 1.

=Monstrous Movement= Gain +4 Move. Advancement: Move (Progression 10/+4). =Phantasm= Tier 2 You can create realistic phantasms of one sense, usually sight. With 2 additional points, you can create full sense illusions.Phantasms are usually static, but you can make them move around using a Move Action. If you want your illusions to attack, use a Blast as a Secondary Attack to the Phantasm.

These Phantasms are very realistic, but you must be familiar with whatever you are mimicking, or it will seem unreal to onlookers. To create a believable Phantasm roll Creature Powers+Power against your targets' Observation+Perception. If your target knows more about whatever you are imitating than you do, or if the phantasm lacks a sensory component relevant to the situation, the difficulty is raised by the target's Intelligence. Regardless of whether the Phantasm is believed or not, it still persists, disbelief does not cause it to vanish. Striking one hard will dispel it, however.

=Poison= Choose 1. Attack with Creature Powers+Power vs Martial Arts+Toughness.

Damaging Poison
Does 1 shockpoint at end each Sequence, Duration [Power] Sequences Advancement: Shockpoints at end of Sequence (Progression 10).

Slowing Poison
Causes a point of impairment each hit. Lasts [Power] hours. Advancement: Increase impairment, Gain: Power, Attack hit: Impairment is increased to [Power] points.

Extra Duration
Hours->Days->Weeks->Months->Years.

=Possession= Tier 2 You may possess target touched creature with the following action: Action, Power: Creature Powers+Power vs Occult(Willpower)+Soul with a PV of [Target 10]. This means that you rob the target of their body, taking it for your own. While in the victim's body, you use all your own attributes and skills, you only assume the appearance and mannerisms of your victim. You can access the victims memories, and act out the part using Creature Powers instead of Deceit/Disguise. Your victim can try to interact with you but this takes time as his thought processes are slowed down except under extreme duress. You can let your victim regain control over himself, seemingly abandoning his body, though you can reclaim control at any time. If you are killed while possessing a body, both you and the host die, but if you have Immortality or Inevitable Comeback, your own body can be restored. Doing an exorcism with Sorcery:Summoning or similar Occult Proficiencies is the safest way to remove a possessor from a host. Advancement: lower PV required (Progression 4).

Vanishing form
Tier 2 Your body disappears. A power typical of demons and ghosts.

Loaned Feathers
Tier 1 You may use one of your possessed hosts Schticks or Attributes.

=Regeneration= You regenerate 1 Wound per minute, and 5 shockpoints per Sequence.

Fast Regeneration
Progression 1 Gain +1 level of more Shockpoints per Sequence.

Closing Wounds
Progression 5 (15: 1 Wound/Sq, 65(SchtickMax 20): 2 Wounds/Sq) You regenerate more Wounds per minute. When you reach 10 Wounds per minute, you regenerate 1 Wound per Sequence. At 20 Wounds per minute you gain 2 Wounds per Sequence.

=Secondary Attack= Tier 2 Choose two of your Creature Powers. By paying a Power you may now use the two in tandem with one roll. Advancement: Lower the Power cost to 4 Shock points (1). Lower Shock point cost (1/Shock point).

=Sense Chi= You can sense Chi and other magical energies. An Action allows you to sense one of the following:
 * target's Power, Focus or Luck
 * target's Power, Focus or Luck left
 * One of the target's magical Skills

=Sense Sin= "Tell me your secrets..." Tier 2 You may use Creature Power+Power as Social+Manipulation vs Social(Willpower)+Empathy to reveal their darkest secret. Repeated use only goes into greater detail (PV is summed for each attempt). Only one attempt may be made per day.

=Sense Weakness= Tier 2 Action, Power: You gain knowledge of one Flaw or Creature Flaw.

Advancement: gain: Action: You gain knowledge of the target's highest Attribute Action: You gain knowledge of the target's lowest Attribute Action: You gain knowledge of one Proficiency or Attribute of the target.(2 for all three)

=Side Effect= =Silence= =Suggestion= Roll Creature Powers/Power vs [Occult or Willpower]/Soul. A non-suicidal order is followed PV Sequences.

Mesmerize
Targets forget Suggestion attempts.

Jedi Mind Trick
Roll Creature Powers+Power vs [Occult or Willpower]/Soul+5. A reasonable suggestion is followed ("These are not the Droids you're looking for", "Go home and make yourself a better life"). Not usable in combat or other stressful situations.

Slave Mentality
Must devote an Action with a roll every Sequence. Any order must be followed. Death takes 3 rounds. Only works on Unnamed characters.

=Tentacles= You gain a Tentacle. You gain the following: Action: Attack with [Creature Powers/Tentacle Strength+0]or use an Action with any of your Tentacles. Tentacles have Strength+Toughness+Dexterity equal to Power x 3, and a Range of Power meters.

Extra Tentacle
Tier 1 You gain an extra Tentacle.

Extra Stat points
Tier 1 Gain 3 Tentacle Stat points.

Independent
Tier 8 Tentacle may be ordered (as a Free Action) to perform a specific Action until it can't perform that Action, once per Sequence.

Extra Range
Tier 1 Gain 2 meters range with your Tentacles.

Abyssal Tentacles
Tier 1, Progression 1 Gain a level of Tentacle Damage.

Long Range
Damage Progression becomes 2. Tentacles now have a Range of Power x 10 meters.

Short Range
Tier 0, Damage Progression 1/2 Tentacles now have a Range of 3 meters.

No Range
Tier 0, Damage Progression 1/3 Tentacles now only work in Melee Range.

May wield implements
Tier 5

=Tiny= You are tiny. So tiny, in fact, that you are harder to hit. Passive: You gain +3 Defense because of your size. You also do -2 Damage with natural attacks.

Nimble
Progression 10 (2/Schtick up to 5) You gain a further +3 Defense, -2 Damage.

=Transformation= Tier 2 1 of:
 * Named Form: Transform into other named form. May modify any Attributes, May raise them up to a maximum of 2*Max (Not adding any Attribute bonuses aquired to the Max). (Snakeman, Ghostly form, Living Scrap-pile).
 * Unnamed Forms:Transform into any 3 unnamed forms or a category of unnamed forms (wolf, bat, rat or animated furniture).
 * Cosmetic:Transform into any other creature of your type.

More forms
Tier 2 Choose another Named form or Unnamed group of forms.

Boost Form
Tier 1 Requires Named Form: Add 5 points to form.

Faster Transformation
Tier 1 Your transformation times go from an Action to a Move. Advancement: Move to Active Defense (2), Active Defense to Free (4)

Slower Transformation
Flaw 1 Your transformation times are raised 2 steps on the Range and Time table.

Lowered Defense
Flaw 1 You gain a -5 Defense modifier while you Transform.

=Transport= You can transport from place to place by travelling through some mystic means. The transport is nearly instantaneous, but requires a 10-minute ritual to start, and a Move to activate. Maximum range is equal to [Creature Power] and the means to transport [Power] people or the means stays open for [Power]/2 Sequences. Advancement: Lower starting time (5 per level on the table).

=Two Heads= DEPRECATED. Extra Head replaces.

=Undead= You are now one of the Undead. Passive: You no longer take Shock points from Damage.

Ignore first Wound
Tier 5 Ignore 1st Wound taken by Damage. Advancement: Ignore second Wound (4).

Extra Tough
Tier 1 You gain +1 Wound. Advancement: Wounds (Progression 5)

Extra Hard
Tier 1 You gain +3 Armor. Progression: Armor (Progression 5/+3).

Extra Strong
Tier 1 You gain a level of Damage in close combat. Progression: Damage (Progression 1).

=Unholy= You become Unholy, and can cause a normal Corrupting Blast, attacking with Occult/Creature Powers+Power. You also gain Bad Looks 5.

Booster Schticks
These share a single Progression 10.

Extra Hardy
You gain +1 Wound Threshold.

Extra Tough
You gain +5 Shock points. Progression: Shock points (Progression 5/+5)

Extra Corruption
You gain 2p to your Corrupting Blast. Progression: Booster points (Progression 5/+2)

=Unluck= Tier 2 You may only inflict up to 2 negative dice on any target. You gain the following abilities: Active Defense: You may counter any positive die used against you. Action: You may inflict a negative die. Only one negative die may be active at any time. Power: You may inflict a negative die on any target. It lasts until the Power is regained.

=Wallcrawler= You may run, walk, or stand, at normal speed, on any solid surface that could hold you. You can ignore sticky or slippery surfaces, such as those produced by Foul Spew. Advancement: Extra Move while Spider Climbing, Sneak,

Lightfoot
You may ignore your weight when standing on surfaces, but the surface needs to be solid and not fluid.

No foot
You can run on fluid surfaces.

=Ward Breaker= =Wings= =Wish=

=Flaws= By Carl Cramér, except where noted. Many supernatural creatures have one or more weaknesses. These sometimes harm you, and other times only cause you discomfort. For example, some vampires are turned by crosses; some vampires even burn at the touch of a cross. Some weaknesses are a condition which stymies you. You can have several separate weaknesses of the same type. The gamemaster is free to create whatever weakness he wants for any supernatural creatures of his own creation, or to create new weaknesses for old supernatural creatures. Player character supernatural creatures should have at least one Weakness, and can have several. Optional Rule: For each extra weakness you have beyond the first, mandatory weakness, you get one free Creature Power schtick.

Addictive
You leave at least some of your victims alive, and to them, your powers are highly erotic and addictive. They seek you out to get more; those with a Magic attribute actually have a mystic, intuitive sense of how to find you. When they find you, they may desire more of your attention, or they may decide that you are a perversion, to evil to exist, but still be highly attracted to you. They may also lead hunters and other enemies to your door.

Level 1
It's like coffee. No psychic link.

Level 2
It's like nicotine. The brain buzzes without a fix, and buzzes less when close to you.

Level 3
It's like crack. Has a solid psychic link which points them in the right direction.

Level 4
It's like crack. Has a solid psychic link which points them in the right direction and they know if you are close, far, or somewhere else.

Level 5
It's like crack. Has a solid psychic link which shows them where you are (instinctively).

Alien
You have a hard time understanding and communicating with normal people; you are either too strange, too animalistic, too bestial or too stupid to understand human speech and behavior. Sorcerers with Summoning can speak to you, and other appropriate powers may work, but otherwise you are entirely incommunicado. Naturally, you can speak to others of your kind, but if 'your kind' is common in the campaign, this is not really a flaw at all.

Attrition
There is a way in which your powers (or most of them, anyway) can be taken away from you, one at a time. This is a relatively easy stunt (like cutting of the eyestalks of a Beholder), and generally requires only simple success on a stunt, but only negates one of your powers. They are regained as Pool points.

Dark Form
You simply look terrible, monstrous and frightening. You are obviously unusual and anyone versed in such things can spot that you are a supernatural creature. Examples include walking corpses, ogres, spectral ghosts and so on. You cannot use any social skills except to frighten. This is the standard weakness, that almost all supernatural creatures have. The standard solution is to have the Transformation schtick. There is a bonus to Dark Form; you can scare people even if you lack the Intimidation skill, using your Creature Powers action value. This only works once, and not against people used to having monsters around, such as other supernatural creatures.

Dependency
You need some unusual or exotic substance to survive. This can be a continuous need, like the vampires blood-thirst, or you can be something you must keep, such as dirt from your grave or a fetish where your soul is kept. If denied this substance, you cannot recover Pool Points and will become more and more agitated.

Dormancy
2p You have some condition that induces dormancy. During this time, you will always seek out a safe place to rest and cannot awaken once you has fallen into dormancy. The conditions are almost always predictable and regular, something no group of investigators can induce. Vampires commonly have dormancy weakness during the day, ghosts may have a dormancy weakness at all times except the hour after midnight etc. You always know ahead of time that you will become dormant, giving you time to seek shelter. When forcibly awakened (such as by an attack), you suffer 8 points of impairment. For each sequence after that in which you were awakened, this penalty is reduced by one, but never to less than 1 point of impairment

Fear
You have an irrational fear of something. This can be a type of item, certain people, or just about anything. When facing your fear, you suffer 8 points of impairment. For each sequence after that in which you were first subject to your Fear, this penalty is reduced by one, but never to less than 1 point of impairment. A creature subjected to something it fears often tries to talk it's way out or otherwise stall to regain it's composure.

Geas
This kind of weakness absolutely prevents you from or forces you into doing certain things. Some vampires cannot enter a dwelling unless invited inside, devils cannot go onto holy ground and few succubi can seduce virgins. It is absolutely impossible for you to break this geas on your own, but if forced to break it by the weakness yourself or a force representing you (a succubus raped by a virgin) the geas is broken. If you are fooled into breaking your geas, you lose the use of all your Chi-powers and take a Wound Point each Sequence until you has somehow atoned, which may not be possible.

Haunt
You are bound to a specific domain or locale, perhaps even an item. You cannot go far from your haunt. If it is an item, you cannot move or otherwise affect that item in any way. This is common in spirits of all kinds, is in many ways similar to Geas, and has the same consequences.

Hunt
You have strong hunting instincts that manifest in a particular situation of in the presence of a certain type of victim. A werewolf hunts under the light of the full moon, some ripper murderers cannot resist killing beautiful maidens walking alone. If you have a very strong reason not to follow your instincts you may make a Willpower+Empathy total against your own Creature Powers+Magic or the Skill+Attribute of your victim you is seeking (the Interaction/Social+Charisma of the maiden above), but if this fails you is overcome by instinct and will hunt, no matter the cost.

Paralysis
There is some way to in which you can be paralyzed, totally preventing any action on your part. It is generally quite difficult to achieve, but a an Outcome 5 Effect or a specific attack causing a Wound will do the trick. Examples include the classic staking of a vampire.

Power
You cannot use your supernatural creature powers under certain circumstances. Any sort of circumstance can trigger this weakness, but it is commonly tied to your origin or other weaknesses. Examples include a zombie that cannot use it's powers when tied up in gold thread or an invisible supernatural creature that cannot use it's powers once it has been spotted. Supernatural creatures with many powers can sometimes still use some of them when under this weakness.

Rage
Under certain conditions, such as the smell of blood, under the light of the full moon or when wounded enough to suffer impairments, you go berserk. You will go absolutely mad, killing indiscriminately and heedless of your own wounds. This means you will not try to escape and won't use tactics beyond a mindless charge against the most obvious opponent, thus taking extraordinary risks. The rage ends at the end of the fight, but you may have to make Willpower+Focus rolls to avoid attacking friends.

Spirit
Spirits are extradimensional creatures. They can be invoked through the powers of Summoning, and all but the most powerful of them also have the Supernatural Creature flaw.

Supernatural Creature
Supernatural creatures are filled with the essence of their power, and this makes them vulnerable to magical control. They are not automatically spirits, and cannot be Invoked, but are otherwise subject to all the powers of Summoning.

Supernatural Creature 1
You may now be summoned by the Summoning Schtick, using the correct ritual. Difficulty is the normal.

Supernatural Creature 2
You may now be summoned by the Summoning Schtick, using the correct ritual. Difficulty is lowered by 5.

Supernatural Creature 3
You may now be summoned by the Summoning Schtick, using the correct ritual. Difficulty is lowered by 20. You may be summoned at normal Difficulty with any generic ritual.

Supernatural Creature 4
You may now be summoned by the Summoning Schtick, using the correct ritual, without any roll. You may be summoned with Difficulty lowered by 5 with any generic ritual.

Supernatural Creature 5
You may now be summoned by the Summoning Schtick, using the correct ritual. This requires no rolls. You may be summoned at Difficulty lowered by 20 with any generic ritual. You may be summoned without any ritual by a specific command (e g Hastur!Hastur!Hastur!) at normal Difficulty.

Tool Ignorant
You lack the ability and/or understanding to use human tools, machines, and other devices. It can be a matter of physical form, but also a mindset; technology and magic devices are simply beyond your comprehension, and your bestial nature prevents the use of most types of schticks except creature powers. Depending on your type, some abilities, schticks or types of tools may be excepted; a werewolf could still use Animal schticks (if he has them), and a construction robot may still be able to use elevators and other heavy machinery. Neither of them could use a Fu schtick, sword, mobile phone, or magic wand.

Transformation Trauma
This flaw is only applicable for monsters with a strong human identity, that transformations between human and monster form. It implies a strong opposition between the monstrous and human side of the personality. Whenever you lay off your "wolves clothing", you suffer some trauma. You tend to fall asleep or collapse, and your memories of what transpired wen you were in monster form are often hazy and uncertain. In many cases, they will be mistaken for dreams.

Unliving
You are not a mundane creature with a natural energy flow or mundane healing ability. You will never recover Wounds naturally, and cannot be healed with the Medicine skill. Magical or Tech healing will work normally.

Vulnerability
A certain item or material causes damage if placed against your flesh. Examples of substances to which you might be vulnerable:
 * Holy symbols.
 * Some metal (e.g. silver, gold, cold steel).
 * Specific flowers or herbs (wolvesbane, garlic).
 * Types of wood (ash, jew et. al.).
 * Certain books (bible, koran, torah, pulp novels).
 * Certain weapons.
 * Specific words.
 * A portrait of an old love.
 * The bones of a victim.
 * Direct sunlight (1W/10 Sequences, lower by 2 Sequences per point of Flaw down to 1W/1Sequence at 5 points, Light cover (Normal clothes and a hood) increases the time by a factor of 5).
 * Indirect sunlight(with Light and Heavy Cover)
 * Running water.
 * Dogs with angel eyes (dark circles around the iris).

Level 1
Holy items ignore wielder's [Power] Soak. Cause [Power] Damage when skin is touched, or [Power] extra damage when wielded as weapons. Undead also take shock points.

Level 2
Holy items ignore wielder's [Prayer+Power] Soak. Cause [Prayer+Power] Damage when skin is touched, or [Prayer+Power] extra damage when wielded as weapons. Undead also take shock points.

Level 3
Holy items ignore all Soak. Cause [Prayer+Power] Damage when skin is touched, or [Prayer+Power] extra damage when wielded as weapons. Undead also take shock points.

Level 4
Holy items ignore all Soak. Cause a Wound per Sequence when skin is touched, or 5 PV extra damage when wielded as weapons. Undead also take shock points.

Level 5
Holy items ignore all Soak. Cause 3 Wounds Damage when skin is touched, or 15 PV extra damage when wielded as weapons. Undead also take shock points.

Vulnerability:Sunlight
Heavy Clothing: -1 Level Light or No Clothing: +1 Level.

Level 1
Sunlight, No SP regeneration. -1 Impairment.

Level 2
Sunlight, Take 1 SP per Sequence, No SP regeneration. Take 1 Wound per Sequence when SP are up. -1 Impairment.

Level 3
Sunlight, Take 3 SP per Sequence, No SP regeneration. Take 3 Wounds per Sequence when SP are up. -2 Impairment.

Level 4
Sunlight, Take all SP first Sequence, No SP regeneration. Take 3 Wounds next Sequence, 3 Wound per Sequence. -2 Impairment.

Level 5
Sunlight, Take all SP and 3 Wounds first Sequence, No SP regeneration. Take 5 Wounds from first Sequence. -3 Impairment.

=Creatures=

Abominations
This is either an arcanouser mutated into a monster or a monster corrupted by Arcanowave. Abominations can use both Creature and Arcanowave schticks and flaws, and always have the Supernatural Creature flaw and are thus affected by Summoning. They can also be affected by effects that specifically target abominations.

Evolutionary
=Other Creature Powers= Link to a most excellent page on the subject: or the wiki version (different, too):
 * T3 Creature Powers
 * T3 wiki Creature Powers