Action!/Schtick/Creature Powers

/Old

Hidden
Hides a Creature Power, requires a Observation or Occult roll Difficulty equal to your Occult/Creature Powers+Power to notice. Advancement: Resistance (Progression 5), Diminish 1-4 (Progression 5).

Enhanced Effect
Power also causes the loss of 1 extra Pool point at 5 EV. Advancement: Progression 25.

Absorption
You may steal 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 (Progression 5), Duration Threshold+1 (5), Gain random advancements (1 p)

Abysmal Spines
Set your Damage to +5 with any unarmed Martial Arts or Creature Power Attack made. Advancement: Damage (Progression 1), +Bleed /Burn /Chill /Shock /Magic Drain /Drain (12), Bleed /Burn /Chill /Shock /Magic Drain /Drain only (4), Armor Piercing levels (Progression 1/2), Lower Treshold (Progression 20), Deal Damage based on Power (2), 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: 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 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 Monsters show up.

[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 [Power] Armor instead of +10. If you boost Armor further you get +1 Armor per point invested. Max is still SkillMax.

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
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
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 EV is required to be sure of lies or truths. Advancement: EV (Progression 1, Gain the following at 5 levels: Power: Ascertain if subject is lying or not.)

Magic Sight
Tier 2 Your sensory Actions with this sense are now Occult/Creature Powers+Perception/Occult(Willpower)+Soul.

Targeting
Tier 2 Sense is now a targeting sense. Humans have sight as a targeting sense. Think Daredevil or Blind Fury for hearing.

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. Progression: Damaged victims count as present if you wish to use other Creature Powers on them (2)

Blast
As per the Sorcery Blast, usable with Occult/Creature Powers. Damage starts at +0 instead of +5.

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. You cannot raise anything with more EV than the Damage received by the target. (A mook cannot receive more than 5 EV). This bonus is not cumulative with itself.

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.

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. Advancement: Extra Sneak AV (Progression 10), Extra Sneak EV (Progression 1), Being still Sneak EV (Progression 1/2), Resisted by Willpower/Occult(any)+Soul any.

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 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
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 at 5 EV. They have your SkillMax-1.

Corruption
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. 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
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 your Power. Examples include: There is always a way around the Immunity (Guns->Silver Bullets, Martial Arts->Magic Weapons, etc).
 * Anything fired with 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 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
2 (Progression 10). 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
Cost 1 point. 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
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.

Booster Schticks
All these except Extra Elemental initially cost 5p.

Extra Wound
(Progression 25): +1 Wound.

Extra Hardy
(Progression 25): +1 Wound Threshold.

Extra Tough
(Progressoin 5/4): +4 Armor.

Extra Fast
(Progression 25): +1 Initiative.

Extra Speed
(Progression 25): +1 Move.

Extra Elemental
Any Adaptation Booster Schtick.

Elusive
Tier 5 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. Advancement: Progression 10 / (+10 Strength, +10 Toughness, -5 Agility, +200% Mass).

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
You gain +1 Wound Threshold.

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).

Marked for Death
This Power starts with the Flaw:Wretch. 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.

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
Tier 4 You gain +1 Wound Threshold and 5 SP. Advancement: WT (Progression 20), 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 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 touch and 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 +4 Move. Advancement: Move (Progression 15/+4).

Poison
Does 1 shockpoint at end each Sequence, Duration [Power] Sequences or Causes a -1 impairment each hit. Max impairment is Power. Lasts Power hours.

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

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 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.

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

Suggestion
Roll Creature Powers/Power vs [Occult or Willpower]/Soul. A non-suicidal order is followed EV 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
You gain an extra Tentacle.

Extra Stat points
Tier 1 Gain 3 Tentacle Stat points.

Extra Range
Gain 2 meters range with your Tentacles.

Abyssal Tentacles
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
Damage Progression becomes 1/2. Tentacles now have a Range of 3 meters.

No Range
Damage Progression becomes 1/3. Tentacles now only work in Melee Range.

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

Faster Transformation
Tier 1 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.

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).

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

Booster Schticks
These share a single Progression 5.

Extra Tough
You gain +1 Wound.

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

Extra Strong
You gain a level of Damage in close combat.

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
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. Many supernatural creatures have one or more weaknesses. These sometimes harm you, and other times only cause only. 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, usually Dark Form, 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.

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.

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. If the item is normally used to cause damage, such as silver bullets, use the normal damage value. Otherwise the damage value of the touch is the wielder's Power +5. No damage-reducing powers (such as Damage Immunity, Armor or Regeneration) will work, and your soak attribute (usually Toughness) is ignored when resisting this attack. Against natural phenomena that are not used by a certain character such as sunlight or sea water, the damage value is based on your own Power attribute. If you are vulnerable to interaction, any successful interaction of the type you are vulnerable to causes an automatic Outcome 10 Effect. 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).

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