Action!/Schtick/Creature Powers

= Creature Powers = /Old /Old2 /Old3

Augment
You gain a +1 Augment to your Creature Power.

Hidden
Hides a Creature Power, requires a Observation or Occult roll Difficulty equal to your Occult/Creature Powers+Power to notice. Advancement: Resistance (normal/2), Diminish 1-4 (20).

Enhanced Effect
Power also causes the loss of 1 extra Pool point at 5 EV.

Absorption
You may absorb any Schtick used against you with a Creature Power+Power Free Action versus the opponents Skill Value+Soul. Duration is EV/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 (1), Duration Threshold+1 (1), Gain random advancements (X p)

Abysmal Spines
Set your Damage to +5, with any unarmed Fighting or Creature Power Attack made. Advancement: Category (1), +Bleed/Burn/Chill/Shock/Magic Drain/Drain (12), Bleed/Burn/Chill/Shock/Magic Drain/Drain only (4), Armor Piercing levels (2/1p), Lower Treshold (20/30/50/100+), Deal Damage based on Power (1), Power is resisted by Focus (2)

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: Primal (2), AV (3/5/10+), Augment 1 (20), EV (1/2), Elemental (2), Elemental Travel (2), Quicker than a thought (2), Natural Healing (2)

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

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

Natural Healing
In your chosen terrain you gain the following: Action: You can Refresh any target with Occult/Creature Powers+Power. Power: You can Heal any target with Occult/Creature Powers+Power.

Wrath of Nature
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
Add 1 more medium to your repertoir.

Dweller
Costs 1 points Add +1 Move while moving in a chosen medium. You may not more than double your Move this way.

Animal Control
You may control one type of animal (such as wolf, wasp, eagle or carp).

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

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

Armor
Cost: 2 p You have some kind of protective Armor, providing [Power] Armor Soak.

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 with Martial Arts takes your Abysmal Spines potential EV.

Poisonous Armor
Cost: 6 p Requires Poison Anyone attacking you with Martial Arts takes Poison potential EV.

Damaging Armor
Cost: 6 p Requires [any Damaging Creature Power] Anyone attacking you with Martial Arts takes Damage equal to your [Damaging Power] potential.

Awareness
You have a mystical sense that is impossible to fool. You may use Occult/Creature Powers as Observation/Notice for detection. You do not need any other sense to target an enemy. This sense ignores invisibility.

Life Sense
You may use Power instead of Perception for sensory Actions with this sense.

Accurate Sense
You may add 3 to your sensory EV with this sense.

Magic Sight
Your sensory Actions with this sense are now Occult/Creature Powers+Perception/Occult(Willpower)+Soul.

Bane
Power: Damage from an Attack is now impossible to heal, except with extraordinary means. This includes Shockpoints, but can only lower Health to 1. Damaged victims count as present if you wish to use other Creature Powers on them.

Blast
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.

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. You cannot raise anything with more EV than the Damage received by the target. (A mook cannot receive more than 5 EV).

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 Interaction/Sneak+Agility. As long as you don't move, you get +5 EV to be detected.

Flitter
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 EV produces an Unnamed Creature. You may not Call more than 1 Unnamed Creature per 5 points invested into Call. You get both Unnamed and 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 character possessed. Duration of this Power is Power minutes.

Conditional Escalation
Passive:Each time you take one or more Wounds, you gain a Shockpoints EV benefit from the Sorcery schtick Enhancement (chosen when the schtick is bought).

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

Corruption
Passive: Any creature you kill with natural or Powers Attacks becomes a Creature of your choice gaining Occult/Creature Powers 10 and a Creature Power. It also gains Flaw:Dominated. Extra Flaws provides the new Creature with more 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
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
You have 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
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 Power meters in any direction. Move: Jump Power meters in any direction. Action: Jump Creature Powers+Power meters in any direction.

Damage Immunity
Passive: You lower the Damage of a specific type of Attack by Creature Powers+Power. Examples include: There is always a way around the Immunity (Guns->Silver Bullets, Martial Arts->Magic Weapons, etc).
 * Anything fired with Guns/Guns
 * Armed Martial Arts Attacks
 * Fu Schticks
 * Fire and explosions
 * Creature Powers
 * 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, 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
Target gains the use of another of your Creature Powers.

Raw Power
Add 1 to gained Occult/Creature Powers. Maximum your Skill Max in Creature Powers.

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 Focus to power it, as usual. The most usual case of Dark Mastery are Signature Weapons.

Dark Arts
Gain the use of another Kung Fu Power.

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+Soul roll difficulty 0 with EV equal to your Occult/Creature Powers+Power or by a stunt depending on the Attack.

Death Resistance
Passive: You ignore impairment from damage and pain. Passive: You gain +5 EV on all Shock rolls.

Extra Shock Resistance
Passive: You gain an extra +5 EV on all Shock rolls. Max +EV equal to Focus x 5.

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
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].

Elemental
You become Elemental and gain Damage Immunity to your element. You may buy any three kinds of these or other Booster schticks.

Extra Wound
+1 Wound. Max Power Schticks.

Extra Hardy
+1 Wound Threshold. Max Power Schticks.

Extra Tough
+2 Armor. Max Power Schticks.

Extra Fast
+1 Initiative. Max Power Schticks.

Extra Speed
+1 Move. Max Power Schticks.

Extra Elemental
Any Adaptation Booster Schtick. Max Power Schticks.

Elusive
Passive: You gain +5 Dodge. Attacked, Shot: Attack misses. This ends any Active Dodge and removes the Dodge until your next Action.

Flight
You can fly through the air at your normal Move rating. You are very agile in the air, and can hover and otherwise move just as if you were walking.

No Hover
You must Move at least half your Move each Sequence or begin falling at a rate of half your Move per Sequence.

Clumsy
You may only turn once (up to 60 degrees) at the start or end of your Move.

Growth
Provides +2 Strength, +2 Toughness, -1 Agility. 12.5% Mass Increase. Double mass and increase all values per schtick.

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).

Extra Tough
You gain +1 Wound. Max Power Schticks.

Extra Hardy
You gain +1 Wound Threshold. Max Power Schticks.

Extra Healing
You heal +Power Shock points per Sequence or 1 Sequence (6 seconds) less is required for Wound regeneration. Max Power Schticks.

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 Wounds by 5: You can heal instantly and fully. Wounds return 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).

Marked for Death
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 receive one or more extra dice, duration [Creature Powers/Power vs 0], 1 sequence per 5 margin.

Flaw:Mark
You may only target someone that you have succeeded against with a minimum margin 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 minimum margin of 20.

Martyr
Requires Mark Duration is now until you regain the Power point.

Massive
You gain +2 Wound Threshold and 10 SP. Max +2*Power Wound Threshold from this Schtick.

Superheavy
Costs 10 points. You gain +1 Wound Threshold and 5 SP.

Monster Mark
Your horrifying touch causes a target to feel your presence everywhere. Passive: You may target a Marked target ignoring range. Mark Target, Outcome 5: Gain a positive die against the target. Mark Target, Outcome 10: Gain two positive dice against target. Mark Target, Outcome 20: Target's Defense is set 0 versus your Actions. Action: Mark a target with a Creature Powers+Power/Occult+Soul.

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

Monstrous Movement
Gain +3 Move. You may not more than quadruple your move in this way.

Poison
Does Power shockpoints at end each Sequence. Causes a -1 impairment each Sequence and hit. Max impairment is Power. Lasts Power hours.

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

Regeneration
You regenerate 1 Wound per minute, and Power Shock Points per Sequence.

Fast Regeneration
Gain Power more Shockpoints per Sequence.

Closing Wounds
You regenerate 1 more Wound per minute. When you reach 10 Wounds per minute, you regenerate 1 Wound per Sequence.

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
 * target's Occult Skill

Suggestion
Roll Creature Powers/Power vs [Occult or Willpower]/Soul. A non-suicidal order is followed EV Sequences.

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.

Tentacles
You gain a Tentacle. You gain the following: Action: Attack with [Creature Powers/Tentacle Strength+4]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
You gain an extra Tentacle.

Extra Stat points
Gain 3 Tentacle Stat points.

Extra Range
Gain 2 meters range with your Tentacles.

Abyssal Tentacles
Gain Tentacle Damage +2.

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.

Nimble
You gain a further +3 Defense, -2 Damage.

Transformation
1 of:
 * Named Form: Transform into other named form. May modify any Attributes, not more than doubling any Attribute or lowering any Attribute below half. (Snakeman, Ghostly form, Living Scrap-pile).
 * Unnamed Forms:Transform into any group of unnamed forms. (snakes, mammals, birds, fish, animated furniture)
 * Cosmetic:Transform into any other creature of your type.

More forms
Choose another form.

Extra Named
Requires Named Form: Add 5 points per point added to form. May not more than double your point amount.

Faster Transformation
Your transformation times go from Action to Move to Active Defense to Free.

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

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

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

Extra Tough
You gain +1 Wound. Max Toughness Schticks.

Extra Hard
You gain +2 Armor. Max Toughness Schticks.

Extra Strong
You gain +2 Damage with Natural Weapons. Max Power Schticks.

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

Extra Hardy
You gain +1 Wound Threshold. Max Power Schticks.

Extra Tough
You gain +5 Shock points. Max Power Schticks.

Extra Corruption
You gain a Booster Schtick to your Corrupting Blast. Max Power Schticks.

Unluck
You may only inflict up to 2 negative dice on any target. You gain the following abilities: Passive: 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.

Flaws
By Carl Cramér, except where noted.

Dormancy
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 four points of impairment. For each sequence after that in which you were awakened, this penalty is reduced by one, but never to less than one point of impairment.

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 rolls to avoid attacking friends.

Supernatural Creature
You are vulnerable to Summoning.

Tool Ignorant
You may not use any tools in hands more complicated than a stick or a stone.

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