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Creatures may have one or more tags. Tags are shown directly under the
creature's name and level in square brackets and italics. Most tags
have no effect by themselves, but many abilities can only effect
certain types of creatures that is, creatures with those tags. For
example, the Animal Backup skill only allows you to have creatures with
the
[Animal]
tag.
Sample Tags:
-
Ãther: Ãther creatures are native to Ãther. They are immune to the
antimatter on the plane, which they can breathe as a normal human
breathes air. Ãther creatures can use the antimatter to become
extremely powerful, and don't normally need to eat, drink, or sleep.
They can still eat when they want to, though which is whenever they
see an intelligent, usually.
-
Animal:
-
Aquatic:
-
Cold: the creature is, naturally or unnaturally, affiliated with cold
and ice.
-
Cold Immunity (Takes no damage from Cold-type attacks)
-
Heat Weakness -3 (Takes 3 points extra damage from Heat-based attacks)
-
Cannot cast any spell that deals Heat damage. If a creature gains the
cold subtype and has spells that can deal heat-damage, the damage
changes to Cold-type.
-
Demon: See the Demon entry
-
Electric:
-
Electricity Immunity
-
Digital: The creature is vulnerable to EMP and hacking. The DC to hack a
digital creature is 3 + its Science (Computers) skill + its
Intelligence. Nearly always coincides with soulless, nonliving, and
usually nonintelligent
-
Fey
-
Fire: the creature is, naturally or unnaturally, affiliated with heat
and fire.
-
Heat Immunity
-
Cold Weakness -3
-
Cannot cast any spell that deals Cold damage
-
Magical: Magical creatures are subject to certain laws. Who laid down
these laws and why is a mystery, but a creature with the Magical type
cant even consider breaking them. Magical Creatures cannot:
-
Cross a magic circle
-
Enter a mortals home uninvited (once invited in a single time, the
creature can return at will)
-
Break an agreement, promise, or oath (although the creature can lie in
other contexts, and can try to find loopholes)
-
Magical Construct
-
Nonintelligent: Nonintelligent creatures have the following traits:
-
Intelligence of *
-
Most nonintelligent creatures have a spirit of *
-
Immune to fear
-
Do not gain XP or levels. The skills they start with are the only ones
they will ever have.
-
Cannot take ranks in Ingenuity
-
Emotionless: Emotionless creatures have the following traits:
-
Immune to morale effects
-
Cannot take ranks in Berserk, Faith
-
Nonliving
-
Immune to nonlethal damage, fatigue, poison, disease, hunger, thirst,
suffocation, radiation
-
Endurance of *. Gains +3 to toughness instead of adding its endurance
(like an object) but uses its strength score for all other purposes.
-
Rideable
-
Summonable
-
Undead
-
Ghost
-
Soulless: A soulless creature is devoid of a soul.
-
Immune to Soul Comas and any morale effect that eventually causes one
(such as a soul vampires or a ghosts drain)
-
Most spiritless creatures have a spirit of *
-
Cannot take ranks in Magic Power, Faith, Mystic Focus
-
Spirit: An insubstantial ghostlike creature. Unless otherwise mentioned,
has the following characteristics:
-
Can float in any direction at a speed of its Spirit score in squares, or
walk at its normal speed.
-
The creature can move through walls and floors as if they were
insubstantial, or be constrained by them as if they werent (so, a
moving ship wouldnt leave one behind unless the spirit wanted it to).
-
The spirit cannot move through cold iron or any material denser than
platinum, but can move through silver (even silver as thin as a wire)
instantaneously.
-
Invulnerable/Spirit. Spirits can only be seriously threatened by other
spirit creatures
-
Vulnerability: Iron/Disruption. If the spirit is hit with an iron
weapon (all the attacker has to do is swing an iron object through the
spirit. The spirit can dodge, but cant block or parry the weapon
would go right through the spirit insubstantial shield or sword), then
the spirit temporarily loses cohesion. It vanishes for 1d6 seconds
before reforming. During this time, it can take no actions.
-
Even if the creature is normally immune to diseases and poisons, Spirits
are strongly affected by radiation. They get radiation sickness
normally, and suffer a morale penalty for every failed fortitude check
against radiation. Typically, spirits have other vulnerabilities based
on radiation as well.
-
If the spirit is ever affected by anything that would put it in a Soul
Coma, it vanishes and is effectively dead.
-
Spirit creatures can interact with other spirit creatures and objects as
if they were solid.
-
Has a Strength score of *. Spirits use their Spirit score instead.
Spirits may or may not be able to move physical objects; unless
otherwise specified they cannot.
-
Spirits almost always a bonus to Possession.
Aquatic
-
Water-Breathing:
Aquatic creatures can breathe underwater the same as normal creatures
breathe air, but start to 'drown' when pulled out of the water.
-
Swim:
Aquatic creatures get a swim speed of 2 squares and the corresponding
+4 bonus to Athletics (swim) checks.
Note
: This racial background is probably more suited to NPCs and monsters
than player characters, except in very unusual aquatic campaigns.
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