Talents
Aethereal alignement
When attempting to Counterspell, you gain a +20 Base Chance to succeed.
Ambidextry
You never suffer penalties when using tools or weapons in either hand. If you ever suffer an Injury where you cannot use your primary hand, you do not suffer penalties to use your off-hand.
Appaling mien
When you succeed at an Intimidate Test against one foe, they cannot attack you until they succeed at a Resolve Test. However, if you or your allies harm them in any way, they immediately shake off this effect.
Arbalest's speed
When you begin to Load a ranged weapon, make a successful Coordination Test to Load it without spending Action Points. If you fail, you must spend the requisite number of Action Points to finish Loading.
Azimuth
When you can see the stars, you gain a +20 Base Chance to Navigation Tests. In addition, you always know true north above ground, even during inclement weather.
Bad axx!
When you hold a one-handed melee weapon in either hand and fail a Martial Melee or Simple Melee Test, you may re-roll to generate a better result, but must accept the outcome. However, if you do not possess Ambidexterity, you must flip the results to fail the re-rolled Skill Test.
Battle magick
Foes who are made subject to your Magicks must spend one additional Action Point to properly Counterspell. In addition, you penalize your foe’s ability to Resist your Magicks by a -10 Base Chance.
Beatdown
When you Take Aim and then make a successful Melee Attack, you force a foe to Resist a Takedown. You must attack with Brawling or Crushing types of weapons to utilize this Talent.
Blood magick
After you have made the appropriate sacrifice of an innocent creature (a beloved animal like a kitten or puppy for Petty Magick, a farm animal such as a cow or sheep for Lesser Magick or a living person like an Elf or Dwarf for Greater Magick), you can cause any one foe to automatically fail to Resist one cast Magick spell within the next 24 hours. You can only make a sacrifice like this once per day and will likely suffer Corruption for such a heinous act.
Carousing
When you are Intoxicated, will you be a friendly drunk or a mean drunk? When you’re a friendly drunk, gain a +10 Base Chance to Charm Tests while Intoxicated. When you’re a mean drunk, gain a +10 Base Chance to Intimidate Tests while Intoxicated. You can make this choice every time you become Intoxicated.
Cheap shot
When a foe successfully Parries your Melee Attack, immediately make a bare-handed Opportunity Attack.
Clinch fighter
You penalize your foe’s ability to Resist a Chokehold and Dirty Tricks by a -10 Base Chance to their Skill Test. In addition, when you use a Chokehold, add an additional 1D10 to determine how much physical Peril you inflict.
Determination
When you attempt an Extended Test to take your time, you gain an additional +10 Base Chance to your Skill Test.
Die hard
You reduce the time to recuperate from your own Injuries by three days, to a minimum of one day. In addition, you never Bleed.
Doppelganger
When masquerading as someone of a Social Class other than your own, you gain a +20 Base Chance to Disguise Tests.
Eagle eyes
You do not suffer additional hardship when firing ranged weapons at Medium Distance, instead treating it as Short Distance.
Fencer's panache
When you Take Aim and then make a successful Melee Attack, you force a foe to Resist a Disarm. You must attack with weapons possessing the Fast or Finesse Quality to utilize this Talent.
Forked tongue
When you attempt to deceive someone of a Social Class other than your own, you gain a +20 Base Chance to Guile Tests.
Gallows humor
At your option, you can substitute the Guile Skill in place of Resolve.
Gangster grip
When you make an Attack Action with a weapon possessing the Gunpowder Quality within one yard of an opponent, you inflict an additional 1D6 Fury Die to Damage.
Gatecrasher
When you Take Aim and then make a successful Melee Attack, add 3 Damage.
Ground & pound
When a foe successfully Resists your Chokehold, immediately make a bare-handed Opportunity Attack.
Gruesome shot
When you Take Aim and then make a successful Ranged Attack, add 3 Damage.
Handspring
You can use the Movement Action called Get Up for 0 Action Points.
Hard to kill
When you are Grievously Wounded, temporarily add 3 to your Damage Threshold.
Higher mysteries
While Channeling Power, you can voluntarily remove any number of Chaos Dice. However, you suffer 3 additional Corruption for each Chaos Die you remove.
Holdout
You always succeed at Skulduggery Tests to conceal objects no larger than a knife about your person.
Housebreaker
When trying to open locks, you gain a +20 Base Chance to Skulduggery Tests.
Impenetrable wall
Opponents do not gain an advantage (such as additional Damage or bonuses to strike) when they flank, outnumber or surround you in combat.
Impervious mind
When you suffer mental Peril, reduce your Peril Condition Track by one less step negatively.
Indifference
When viewing blood-soaked and visceral scenes of death, you always succeed at Resolve Tests to withstand their potential psychological effects (such as with Stress, Fear and Terror) and don’t suffer Corruption due to such scenes.
Incredible numeration
When counting or cheating, you gain a +10 Base Chance to Skill Tests.
Instincts
While in fog, mist or smoke, you ignore the normal penalties associated with impaired vision.
Kidney shot
You penalize your foe’s ability to Resist a Stunning Blow by a -10 Base Chance to their Skill Test. In addition, when you use a Stunning Blow, your foe loses 2 Action Points, instead of 1 Action Point.
Knifework
When you deal Damage to a foe using a melee weapon with the Fast Quality, they must Resist with a Toughness Test or begin to Bleed.
Larceny
When fencing black market goods or procuring illegal information, you gain a +20 Base Chance to Bargain Tests.
Left-handed path
When you Channel Power, if your Chaos Dice do not result in a Chaos Manifestation, you avoid gaining Corruption as a result.
Lightning reaction
In combat, you gain 1 additional Action Point. However, it can only be used to Dodge and Parry. This Action Point refreshes at the beginning of your Turn.
Light sleeper
When you are sleeping, you cannot be Surprised or left Helpless.
Long-winded
When you suffer physical Peril, reduce your Peril Condition Track by one less step negatively.
Mariner
When boating in waters where the shore can be seen, you gain a +20 Base Chance to Pilot Tests.
Menacing demeanor
When you succeed at an Intimidate Test, you inflict 1D10+1 mental Peril.
Meeting of the minds
When attempting to bring compromise between two extreme positions, you gain a +10 Base Chance to Skill Tests.
Military formation
When you successfully use Inspiring Words in combat, both you and the allies you inspire raise their Initiative by 3.
Mine craft
When beneath the earth, you gain a +20 Base Chance to Navigation Tests. In addition, you always know true north below ground, even in total darkness.
Mounted defense
When fighting on horseback or atop a vehicle like a cart, coach or wagon, you can substitute your Drive or Ride Skill in place of Coordination when you Dodge or Parry. In addition, you always succeed at Skill Tests to retain control when your mount or the animal that’s pulling your vehicle suffers Damage.
Multilingual
You can communicate simple thoughts through words and hand signals with other races whom you do not share the same language with.
Nerves of steel
When resting in unsafe places, your Peril Condition Track moves all steps positively to Unhindered.
No mercy
When you Injure a foe with a melee weapon, you inflict two Injuries instead of one.
Overwhelming force
If you roll a Critical Success with a Melee Attack, you inflict the Ruined! Quality to a foe’s shield, weapon or armor (your choice). Overwhelming Force has no effect on Castle-forged trappings, and you must be armed with a two-handed melee weapon.
Run amok
When you Charge, you gain a +20 Base Chance to strike with a melee-based Attack Actions and Perilous Stunts.
Rural sensibility
When you attempt to hide in rural environments, you gain a +20 Base Chance to Stealth Tests.
Saddle-born
When fighting on horseback or atop a vehicle like a cart, coach or wagon, you gain a +10 Base Chance to strike with melee and ranged weapons.
Second skin
You can Dodge when wearing armor with the Heavy Quality.
Secret signs
When you attempt to understand secret symbols, hand gestures or signs left behind by others as a warning, you gain a +10 Base Chance to Skill Tests.
Shield slam
When you wield a shield, the melee weapon you wield in your primary hand gains the Powerful Quality.
Shoot from the hip
You can quick draw any one-handed ranged weapon with the Gunpowder Quality for Opportunity Attacks.
Siegecraft
When you attempt to determine appropriate distances for siege engines and employ them to hit, you gain a +20 Base Chance to Warfare Tests.
Silver tongue
When you attempt to persuade those of a different Social Class other than your own, you gain a +20 Base Chance to Charm Tests.
Spirited charge
When you use the Drive or Ride Skills, add +3 to your Movement.
Sprint
When you Charge or Run, you cannot be struck by attacks made with ranged weapons until your next Turn.
Strangler's union
When you make an Attack Action with a blackjack, bullwhip or garrote, your foe cannot Dodge or Parry this attack.
Streetwise
When you attempt to hide in urban environments, you gain a +20 Base Chance to Stealth Tests.
Strong jaw
When attempting to Resist Perilous Stunts, you gain a +20 Base Chance to succeed.
Supernatural paranoia
When your Chaos Ranks are higher than your Order Ranks, add 3 to your Initiative.
Sword & board
If a foe successfully Parries your Melee Attack, immediately make an Opportunity Attack using a shield as an improvised hand weapon.
Take 'em down
At Distance, you can substitute either your Simple Ranged or Martial Ranged Skills when you attempt to use Disarm, Stunning Blow or Takedown. Note that you do not inflict Damage when you attempt such maneuvers. You must be armed with a loaded ranged weapon in order to Take ‘Em Down.
There will be blood
You roll an additional 1D6 Chaos Die to determine if you Injure foes.
Tough as nails
You no longer suffer Moderate Injuries, remaining uninjured as a result.
True grit
You are immune to the effects of Knockout! and Stunning Blow.
Winds of change
When using Burst, Cone and Explosion Template Magick, you can reshape it so as to not harm your allies, hurting only your foes.
Worldly
When gossiping or spinning a tale, you gain a +20 Base Chance to Rumor Tests.
Traits
Accursed
These creatures cannot be harmed by normal weapons, unless they have been imbued with Magick.
Acidic spittle
These creatures can use their breath as a ranged weapon. This allows them to strike a single foe
within 1+[PB], causing the foe to suffer 1D10+1 Damage from acid. However, Acidic Spittle ignores a foe’s Damage Threshold Modifier from armor. A foe can attempt to Dodge Acidic Spittle or Parry it with a shield. Acidic Spittle can be used while Engaged with foes.
Aethereal form
Creatures in Æthereal Form cannot inflict Damage or manipulate physical objects, but can pass through objects effortlessly and hover 1 yard off the ground. They can manifest into physical form instantaneously, but assuming Æthereal Form once more costs 2 APs.
Aetheric domination
When these creatures would potentially invoke a Chaos Manifestation, they must have two or more face ‘6’ on Chaos Dice to invoke it.
Ambush tactics
These creatures roll 2D10 to determine Initiative.
Arcana of horror
These creatures can use Bolt of Flame from the Arcana of Pyromancy. If at least three of these creatures are standing within sight of one another, they can use Withering Touch from the Arcana of Sorcery. If at least nine of these creatures are standing within sight of one another, they can use Death’s Embrace from the Arcana of Morticism. Should a foe be Slain! by use of any of these Magicks, they are immediately turned into a Lemurian Host. Reagents are unnecessary to cast this Magick.
Ashes to ashes
These creatures cannot be permanently Slain! unless their remains are placed into a decanter consecrated with the Blessed Sacrament Ritual. Within, they remain in hibernation, unless the remains are removed therefore giving life to the creature again. Only by placing the decanter into a font of holy water are they forever Slain!.
Autonomy
When these creatures would be Slain!, they immediately break off their tail, remaining Grievously Wounded and can use any Movement Action for 0 APs. Should they suffer Damage again, they are permanently Slain!.
Aversion to light
When these creatures are exposed to any sort of light (as from a torch), they suffer a penalty of -3 to their Damage Threshold.
Awakening
Anytime these creatures attempt to raise and control Supernatural creatures using Magick and Rituals, they Critically Succeed at their Skill Test. In addition, they automatically understand how to use the Ritual of Awaken the Dead, don’t need reagents to cast it and treat the casting time as one minute (3 AP), instead of one hour.
Bane of lycanthropes
When creatures are struck with weapons coated with a sprig of wolfsbane, they suffer an additional 1D6 Fury Die in Damage.
Battle frenzy
When these creatures are encountered, roll 1D6 Chaos Die. If it lands on a face ‘1’, ‘2’ or ‘3’, they are under the effect of that many doses.
Big grim
These creatures can use two-handed weapons in one hand and take advantage of the Adaptable Quality.
Blam! Blam!
These creatures may spend 3 APs to attack twice with 2 ranged weapons, providing they possess the Gunpowder Quality and are Loaded.
Blitz
When these creatures Charge, they may flip the results to succeed at their next Attack Action or Perilous Stunt on the same Turn.
Bloodless
These creatures cannot Bleed.
Bloodlust
Every time these creatures inflict an Injury, they move one step up the Damage Condition Track positively.
Bog stench
These creatures emit a horrific stench, causing 1D10+1 physical Peril to those who stand Engaged with it.
Bonds of death
These creatures can manipulate physical objects in Æthereal Form.
Both-handedness
When they wield 2 one-handed melee weapons and fail a Combat-based Skill Test, they may re-roll to generate a better result, but must accept the outcome.
Broken gut-plate
After these creatures are Seriously Wounded or made subject to a Called Shot to the body and suffer at least 9 Damage, they suffer a penalty of -6 to their Damage Threshold
Broken wings
Once this creature is Grievously Wounded, it can no longer fly.
Brush with death
When these creatures make a successful attack bare-handed, they provoke Fear, but do no Damage. They also force a foe to Resist with a Resolve Test or be aged by one year. For every year aged, the foe permanently reduces Brawn by 1%.
Brute strength
These creatures refer to [BB] for Damage with melee weapons and ones with the Throwing Quality. They also have factored in +3 to their [BB]. Finally, they can inflict Injuries with Pummeling weapons.
Call of the Abyss
When this creature suffers Damage and is unable to deal Damage by the end of their next Turn, roll 3D6. If all three dice show face ‘6’, the creature is banished back to the Abyss, until summoned once again.
Cancerous absorption
When they render an enemy Slain!, they gain +3 to [BB] and move three steps up the Damage Condition Track positively.
Captivating cry
When foes can hear this creature, they must Resist with a successful Resolve Test or be drawn towards the sound. Should they enter a dangerous area to find the sound, they can attempt another Resolve Test. Once they are able to visually see the creature, the Captivating Cry’s effects end.
Caustic flesh
Whenever a foe strikes these creatures, their weapon gains the Ruined! Quality (unless the weapon has the Castle-forged Quality).
Ceremonial runes
When these creatures are encountered, roll 1D6 Chaos Die. If the result is face ‘1’, ‘2’ or ‘3’, they have three Apprentice Runes inscribed upon their staff. If the result is face ‘4’ or ‘5’, they have two Journeyman Runes inscribed upon their staff. If the result is face ‘6’, they have one Master Rune inscribed upon their staff.
Champion's call
One foe is left Defenseless to all this creature’s attacks, until the foe is defeated. The creature may select a new foe once the current one is defeated.
Chomp
When foes Parry this creature’s melee attack, it can make an Opportunity Attack at this same foe.
Chthonian dweller
These creatures do not need to breathe and are immune to Chokehold. In addition, they can burrow or swim at the same rate of Movement as they can on foot. Finally, they may flip the results to succeed at Resolve Tests.
Cold hands
These creatures ignore the Damage Threshold Modifier a foe’s armor may confer when they inflict Damage.
Come into the light
These creatures cannot be permanently Slain! unless their lantern is destroyed. If the lantern is snuffed out, they remain in hibernation until it is relit.
Corrosive bile
When creatures use this attack, it ignores their foe’s Damage Threshold Modifier from armor.
Corruptive breath
When these creatures cause a foe to suffer Damage from Spit Fire, they also inflict 3 Corruption as a result. In addition, their Spit Fire ability gains the Shrapnel Quality.
Creepy crawlies
These creature can attack all foes in a Burst Template area of effect and are able to occupy the same space that its foes stand within. It also never provokes Opportunity Attacks.
Crippling constrictor
When these creatures maintain a Chokehold, they deal Damage as if they were using a bare-handed weapon.
Dark sense
These creatures can see in the dark.
Death roll
When these creatures deal Damage, at their option, they can force a foe to Resist a Chokehold.
Demonic axe
When these creatures are encountered, they carry a battle axe infused with the souls of other demons. When they inflict an Injury, the foe is instead Slain! instead. This can only be used in the hands of these creatures, being otherwise useless relics to others. If picked up by PCs whose Order Ranks are higher than their Chaos Ranks, they are instantly disintegrated into ash, Slain!.
Demonic frenzy
When this creature’s Turn starts, roll 6D6 Chaos Dice. If at least three dice land on face ‘6’, they enter a demonic Frenzy. While Frenzied, they can make up to three Melee Attacks during their Turn, costing 1 AP for each Melee Attack. In addition, they can make an Opportunity Attack at the end of a Charge. However, they cannot Counterspell, Dodge or Parry while in a frenzied state. Finally, their Frenzied state makes them more susceptible to harm, as foes add an additional 1D6 Fury Die to Damage when striking the creature.
Dense anatomy
These creatures only suffer Damage dealt by fire.
Dim-witted
In combat, these creatures only use Attack Actions unless commanded otherwise by their leader with a successful Leadership Test.
Dionysian delights
When these creatures are encountered, roll 1D6 Chaos Die. If the result is face ‘1-5’, they are Intoxicated. If the result is face ‘6’, they are not Intoxicated.
Disease-ridden (x)
When these creatures reduce a foe to Seriously Wounded, the foe’s wounds are Infected. When they reduce a foe to Grievously Wounded, the foe contracts the Disease indicated in parentheses.
Divide & conquer
When these creatures are Slain!, roll 1D6 Chaos Die. If the result is face ‘1-3’, they instantaneously split into two minor Adversary Demons (albeit unable to cast Magick, use the Underling rules later in this chapter and can now be permanently Slain!). If the result is face ‘4-6’, it bursts into a cloud of mutating energy. Those caught in a Burst Template area of effect must succeed at a Resolve Test or gain a Taint of Chaos.
Elemental weakness
Those creatures which are composed of elemental air cannot move underground or across water. Those which are composed of elemental earth instantly disintegrate and are Slain! if detached from the ground. Creatures composed of elemental fire are Slain! if they enter a body of water or are caught in a heavy rain shower. Finally, those composed of water instantly disintegrate, Slain! if they leave the water.
Entrancing
When this creature uses a Transfixed Gaze, they can use other Actions while they maintain its Mesmerizing effect. In addition, foes suffer 1 Corruption and 2D10+2 mental Peril on each of their Turns while they remain Mesmerized.
Enveloping fog
These creatures can summon fog anywhere in sight. Those caught in an Explosion Template area of effect must flip the results to fail the following tests, until they escape: Leadership, Martial Ranged, Resolve and Simple Ranged. Fomorian are immune to its effects.
Ever-chosen
When these creatures are encountered, it is clear which of the Abyssal Princes they worship from the marks they bear and the particular gift of darkness they have been given). Those who worship the Abyssal Prince of Decay can inflict a random Disease upon a foe when they generate a Fury Die. Those who worship the Abyssal Prince of Change can Critically Succeed at casting one Petty, Lesser and Greater Magick without having to make an Incantation Test. Those who worship the Abyssal Prince of Pleasure can use their Possession ability to control a foe for hours, instead of minutes. Those who worship the Abyssal Prince of Violence add a 1D6 Fury Die to all Damage they do, regardless of whether it is from weapons or Magick.
Eyes wide shut
When this creature’s eyes are successfully struck with a Called Shot (otherwise treated as their head), they lose their ability to use Petrifying Gaze.
Faces of death
After these creatures consume the face of someone they’ve killed, they assume their memories and mannerisms with near perfection. This includes use of Magick, if applicable. Only with a Critically Succeeded Scrutinize Test would someone else tell otherwise. This Trait’s effects lasts until the new moon.
Fast on their feet
These creatures reduce all Movement Actions by 1 AP (to a minimum of 1 AP). They can also Dodge both melee and ranged weapons.
Feckless runt
When this creature’s Turn begins, roll 1D6 Chaos Die. If the result is face ‘6’, they elect to attack that Turn with a senseless object that does no Damage.
Feel the heat
When foes are Engaged with this creature, they must Resist with a successful Coordination Test or be exposed to Mildly Dangerous flames.
Fetid stick
When these creatures are encountered, they carry a staff which buzzes with flies. When they deal Damage, the foe’s wounds are also Infected. It can only be used in the hands of these creatures, being otherwise useless relics to others. If picked up by PCs whose Order Ranks are higher than their Chaos Ranks, they are instantly infected with Chaotic Rot.
Fetid weaponry
When these creatures inflict an Injury, their foe’s wounds are also Infected.
Fey sight
These creatures automatically spot hidden and Æthereal foes, and can see in the dark.
Fiery retribution
These creatures can use Spit Fire as an Opportunity Attack without having to Load.
Fireproof
These creatures and their possessions are entirely immune to Damage from fire.
Flammable
When exposed to flames, these creatures suffer an additional 1D10+1 Damage from fire.
Flailing tentacles
These creatures can attack up to 9 foes in an Engagement with one Attack Action. In addition, their tentacles have the Reach Quality, able to strike foes up to 3 yards away.
Foresight
When these creatures fail any Skill Test, they may re-roll to generate a better result but must accept the outcome.
Foul mutation
When these creatures are encountered, roll 1D6 Chaos Dice if of Basic Risk Factor; 2D6 Chaos Dice if of Intermediate Risk Factor; 3D6 if of Advanced Risk Factor; 4D6 if of Elite Risk Factor. For every face ‘6’, add one Taint of Chaos to the creature.
Fwip! Fwip!
These creatures may spend 3 APs to attack twice with ranged weapons without Loading.
Gastric acidity
When these creatures deal Damage, a foe must Resist with Coordination. If they fail, the foe’s armor, weapon or shield is Ruined!.
Gift of devils
These creatures ignore the Heavy Quality of armor to cast Magick.
Give me your eyes
When these creatures inflict a Moderate Injury, it is always a Black Eye. When they inflict a Serious Injury, it is always Head Trauma. Finally, when they inflict a Grievous Injury, it is always a Vitreous Hemorrhage.
Golden death
These creatures cannot be permanently Slain! unless their eyes are pierced with a golden pin or 1 gold crown (gc) is placed beneath their tongue. During this time, they remain in a hibernating state, unless the pins or gold crown (gc) are removed, therefore giving life to the creature again. Only by then burning the head in a funeral pyre are they forever Slain!.
Grenadier
When these creatures are encountered, they have a glass grenade. When thrown, it affects multiple foes in a Burst Template. Affected foes must succeed a Toughness Test or contract Tomb Rot.
Grossly paranoid
These creatures have factored in +3 to their Initiative.
Gutter runner
When these creatures attempt to hide in urban and underground environments, they flip the results to succeed at Stealth Tests.
Hallucinogenic frenzy
After ingesting a dose of red cap mushrooms, these creatures add 1D6 Fury Die to melee weapon Damage.
Hangin' tough
These creatures cannot Bleed or suffer Injuries.
Harbinger of plagues
When these creatures are encountered, roll 1D6 Chaos Die. If the result is face ‘1-5’, they carry a massive gong. If the result is face ‘6’, they carry a set of chimes. When they play the gong with Litany of Hatred, Characters so affected also suffer 1D10+1 physical Peril. When they play the chime with Litany of Hatred, Characters so affected instead lower their Damage and Peril Condition Tracks by -3 instead. These trappings can only be used by hands of these creatures who bear them, otherwise useless relics.
Hard-nosed
These creatures are immune to Knockout! and Stunning Blow.
Hatred (x)
When facing the races indicated in parentheses, these creatures add an additional 1D6 Fury Die to Damage and automatically succeed at Resolve Tests.
Herp derp
These creatures are easily distracted. When their Turn starts, they must succeed a Resolve Test or else lose 1 AP.
Hideous might
These creatures add the Reach and Vicious Qualities to melee weapons they wield. They also ignore the Weak Quality of melee weapons.
Holy retribution
When struck by holy water, these creatures suffer 2D10+2 Damage from fire.
Horror of the pit
These creatures do not need to breathe and are immune to Chokehold. In addition, PCs whose Order Ranks exceed their Chaos Ranks reduce their Damage by -3 when striking these creatures.
Howl of the Abyss
When these creatures successfully use a Litany of Hatred, affected foes must Resist with a Resolve Test or be made subject to Confusion. While Confused, they must roll 1D6 Chaos Die as their Turn starts. If the result is face ‘1‘, they lose 1 AP on this Turn. If the result is face ‘2‘, they lose 2 APs on this Turn. If the result is face ‘3‘, they elect to run in a random direction. If the result is face ‘4‘, they elect to attack the nearest ally. If the result is face ‘5‘, they do nothing. However, if the result is face ‘6’, they are left Helpless. Once subject to one of these effects, they can attempt to Resist at the beginning of their Turn to shake it off. Foes who attempt to Resist must flip the results to fail their Skill Test.
Hypnotic musk
Foes who stand within 9 yards of this creature cannot add their Apprentice Skill Rank to Combat and Willpower-based Skill Tests. In addition, foes who are Engaged with these creatures must successfully Resist using Toughness or be unable to add any Skill Ranks to Combat and Willpower-based Skill Tests for a day.
I got an axe for you
After this creature makes an Attack Action with a melee weapon, they can immediately make an Opportunity Attack with any one-handed ranged weapon with the Throwing Quality on the same Turn.
Impish delights
When these creatures are encountered, roll 1D6
Chaos die to determine what special power they can grant to one ally,
once a day. If the result is a face ‘1’, ‘2’ or ‘3’, they can cause any
one ally standing within 3 yards of them to gain the benefits of Demonic
Frenzy (as a Legion Demon). If the result is face ‘4’ to ‘5’, they
allow any one ally standing within 3 yards of them to flip the results
to succeed at a single Skill Test. If the result is face ‘6’, anyone
standing within 3 yards of this creature must succeed at a Resolve Test
or temporarily lower their Fellowship by 9% for a day.
Implacable defense
When this creature’s Turn begins, they gain 1 additional AP. However, they can only be used to Dodge and Parry.
Inescapable
When these creatures use a Chokehold, they are able to maintain it for 0 AP and use other Actions In Combat.
In the face
These creatures can only be harmed by melee and ranged weapons by using a Called Shot to the head.
I thee wed
These creatures cannot be permanently Slain! unless their wedding ring is placed into a decanter consecrated with the Ritual of Blessed Sacrament. As long as it remains in the decanter, they also remain in hibernation, unless the ring is removed therefore giving life to the creature again. Only by then submerging the decanter into a large body of water are they forever Slain!.
Keening wail
These creatures can spend 2 APs to make an Interrogation Test. If successful, foes caught in a Cone Template who fail to Resist with a Resolve Test immediately suffers from Fear and cannot Counterspell, Dodge or Parry until their next Turn. A foe can be made victim to Keening Wail every Turn.
Kill it with fire
Only after these creature’s remains are set On Fire are they forever Slain!.
Lamb to the slaughter
When these creatures Injure a foe with a melee weapon, they inflict two Injuries instead of one.
Lashing tail
These creatures can attempt an Opportunity Attack with their tail at the end of their Turn.
Lick your wounds
These creatures may spend 1 Misfortune Point to move three steps up the Damage Condition Track positively.
Light sensitive
When a foe uses Take Aim for 2 APs to shine a source of light upon this creature before making their attack, reduce its Damage Threshold by a -6 penalty (to a minimum of 1).
Living chaos
When these creatures use Magick, they must roll 3D6 Chaos Dice. If all land on face ‘6’, they are instantaneously Slain!.
Lord of the damned
These creatures can control a number of Mindless Undead equal to three times their [WB]. They need not remain within sight of these creatures to be controlled, as they share a telepathic bond. Finally, they can see through the eyes of all Mindless Dead they control.
Lumbering brute
These creatures cannot Charge, Run or use Movement Actions that require 3 AP.
Man o' war
When these creatures are Injured, alway refer to the Moderate Injuries table to determine their severity. This Trait overrides any potential for increase in Injuries due to Qualities, Traits or other Talents.
Many faces of death
By spending 1 Misfortune Point, these creatures create 1D6 illusions of itself that mimics its precise actions. Once a mirrored image is successfully struck with any weapon or Magick, it immediately dematerializes. Determining which is the creature and the illusion requires a Secret Test using Scrutinize.
Masterfully adroit
These creatures refer to their [AB] for all Damage they inflict with weapons. They also have factored in +3 to their [AB].
Menacing
When these creatures use a Litany of Hatred, they inflict 1D10+[BB] mental Peril.
Miasma of sickness
When foes stand within nine yards of these creatures, they must Resist with a successful Toughness Test or succumb to a disease. Roll 1D6 Chaos Die. If it lands on face ‘1’, they contract Bloody Flux. If it lands on face ‘2’, they contract Filth Fever. If it lands on face ‘3’, they contract Grey Plague. If it lands on face ‘4’, they contract Tomb Rot. If it lands on face ‘5’, they contract Venereal Disease. And finally, if it lands on face ‘6’, they contract all the aforementioned Diseases. Whether they Resisted or not, they cannot be infected with Miasma of Sickness again, until at least a day has passed.
Mindless
These creatures do not possess Fellowship, Intelligence or Willpower and cannot be made to Resist effects which affect the mind. They can also see in the dark.
Monstrous bellow
When these creatures successfully use a Litany of Hatred, they inflict 2D10+[BB] physical Peril.
Murderous attacks
When these creatures make an attack with a blackjack, garrote or bullwhip, their foe cannot Dodge, Parry or Resist this attack.
Natural armor (x)
These creatures have factored in a bonus to their Damage Threshold, equal to the value in parentheses.
Never say die
When these creatures are Grievously Wounded, add 3 to their Damage Threshold.
Never surrender
Foes do not gain an advantage when they flank or outnumber this creature in combat.
Occult mastery
When this creature Channels Power and succeeds at their Skill Test, they Critically Succeed instead.
One-two punch
When these creatures Take Aim and then make a successful Melee Attack, they force a foe to Resist a Stunning Blow.
Pack mentality
When three or more of these creatures are alive during combat, they may flip the results to succeed at Skill Tests.
Paralyzing touch
When these creatures make a successful attack bare-handed, they deal both Damage and force a foe to Resist with a Toughness Test or be Paralyzed. While Paralyzed, foes are unable to use Movement Actions until they successfully Resist.
Paw/Hoof/Wing
These creatures’ movement use 6+[AB] or 9+[AB] for flight. Fliers are indicated under Movement.
Perfect camouflage
Foes must flip the results to fail attacks made with ranged weapons to strike these creatures.
Petrifying gaze
When foes are Engaged with this creature (and the creature can see them), they must Resist with a successful Awareness Test or be Petrified. While Petrified, they are left Helpless and unconscious.
Petrification lasts until the heart of the creature is pulverized into a bloody concoction and poured over the victim with a successful Alchemy Test.
Physical instability
Every minute these creatures remain in the Material Realm in physical form, roll 3D6 Chaos Dice at the end of their Turn. If all three dice show face ‘6’, the creature is banished from the Material Realm, until the new moon.
Poisonous bite
When these creatures deal Damage, roll 1D6 Chaos Die. If the result is face ‘6’, they inject Spider Venom into their foe.
Poison resistance
These creatures are immune to poisons.
Point blank
When these creatures make an Attack Action with a weapon possessing the Gunpowder Quality within Short Distance, they add an additional 1D6 Fury Die to Damage.
Possession
These creatures can use Skin Guest from the Arcana of Sorcery without having to make an Incantation Test. In addition, they do not have to maintain Concentration.
Potent blows
When these creatures succeed any Attack Action to strike, their foe must flip the results to fail when Dodging or Parrying the attack.
Primal scream
When these creatures successfully use a Litany of Hatred, those affected must Resist with a Resolve Test or suffer from Fear.
Punishing attack
When these creatures Take Aim and then make a successful Melee Attack, add 3 Damage.
Reanimator
When this creature’s Turn begins, they move one step up the Damage Condition Track positively. Other Traits cover how these creatures are permanently Slain!.
Resistance to Chaos
This creature may flip the results to succeed at when Resisting the effects of Magick.
Ringen
These creatures penalize their foe’s ability to Resist a Chokehold and Dirty Tricks by a -10 Base Chance to their Skill Test. In addition, when they use a Chokehold, add an additional 1D10 to determine how much physical Peril they inflict.
Ripping teeth
When these creatures deal Damage, they can force a foe to Resist a Takedown.
Saddle tactics
When fighting on horseback or a vehicle, they flip the results to succeed at Attack Actions and Perilous Stunts.
Salt of the earth
These creatures have factored in +3 to their Peril Threshold.
Sanity-blasting
When first encountered, these creatures provoke one of the three brands of Madness: if of Basic Risk Factor, they provoke Stress; if of Intermediate Risk Factor, they provoke Fear; if of Advanced or Elite Risk Factor, they provoke Horror.
Scar the flesh
These creatures add +3 to their Damage Threshold, but wear no armor.
Seasons to pass
When these creatures enter combat, they take upon a different aspect every Turn which passes. In the first Turn, they take on the aspect of spring, gaining +3 to Damage Threshold. In the next Turn, they lose the +3 to Damage Threshold, but take on the aspect of summer, gaining total immunity to fire. In the following Turn, they lose their total immunity to fire and take on the aspect of autumn, able to use two Melee Attacks on that Turn for 2 AP. In the final Turn, they lose their ability to use two Melee Attacks on and take on the aspect of winter, able to Dodge and Parry for 0 APs. This creature may only take upon one aspect at a time, and continues to cycle through the four seasons as their Turns pass.
Serpentine cloak
When these creatures are encountered, they wear a cloak made from an undersea creature. It provides a Damage Threshold Modifier of 1 when worn.
Shapeshifter
These creatures may take any form they please, providing it is of a Small or Large Animal or Humanoid (including player races).
Sharp-sighted
These creatures do not suffer penalties for ranged weapons at Medium or Long Distances.
Shootfighting
These creatures ignore the Pummeling and Weak Qualities when fighting bare-handed, with a blackjack or using knuckledusters. In addition, they can refer to [BB] or [CB] when inflicting Damage with these same weapons.
Shotgun bang!
When these creatures successfully strike with a ranged weapon possessing the Gunpowder Quality, they automatically Load their weapon for 0 APs.
Silent stalker
When these creatures use the Stealth or Survival Skill, they flip the results to succeed at their Test.
Skeletal remains
Only after these creature’s bones are spread around for 1 AP are they forever Slain!.
Slime-born host
When this creature’s Turn ends, roll 1D6 Chaos Die. Whatever the result is, a number of Kobold Fanatics sprout forth beside this creature. In addition, foes who begin their Turn Engaged with this creature must Resist with a successful Coordination Test or be unable to use Movement Actions, as they are clawed at by tiny hands along the creature’s body.
Smoke bomb
When these creatures are encountered, they have a smoke bomb. When thrown, it explodes outwards. Those caught in an Explosion Template area of effect reduces their Movement by a -6 penalty, until they escape. In addition, it provides enough concealment for the creature to use their Stealth Skill.
Snikt! Snikt!
These creatures may spend 3 APs to attack twice with melee weapons.
Sniveling whelp
These creatures can only use 2 AP during combat.
Soul jar
These creatures cannot be permanently Slain! unless the fetish or phylactery which houses their soul is destroyed. However, they can be made to remain in hibernation, left unconscious if a jar of salt is poured into their mouths.
Spit fire
These creatures can use their breath as a ranged weapon. This allows then to strike a single foe within 3+[PB], as the foe suffers 2D10+2 Damage from fire. A foe can attempt to Dodge Spit Fire or Parry it with a shield. Spit Fire can be used while Engaged with foes.
Spore-splosion
When these creatures attack, it cannot be Dodged or Parried – it may only be Resisted with a successful Toughness Test. If a foe fails this Toughness Test, they are exposed to Orx-molt.
Squabble among themselves
When these creatures suffer from Fear or Terror, they must succeed at a Resolve Test as their Turn starts or else attack their own allies. They can Resist every Turn thereafter.
Steely fortitude
These creatures always succeed at Resolve Tests and cannot be Intimidated.
Stinging tentacle
When these creatures deal Damage, at their option, they can force a foe to Resist a Stunning Blow.
Stomp the yard
When these creatures deal Damage, they can automatically knock their foe Prone. In addition, they ignore the effects of Hard Terrain.
Stone blast
When creatures use this attack, it forces a foe to Resist with an Athletics Test or suffer 1D10+ the creature’s [BB] in Damage. This attack can be used against three foes at once and cannot be Dodged or Parried.
Storm rage
These creatures are immune to all attacks from electricity and lightning. Furthermore, when they are struck by such attacks, it empowers them, adding a one-time bonus of +3 to Damage Threshold while enabling them to add a 1D6 Fury Die to weapon Damage for an hour.
Strafing talons
When these creatures execute a successful attack while flying, they also deal 1D10+[AB] physical Peril.
Swallow whole
When these creatures make a successful Chokehold, they deal Damage from a bare-handed weapon and force a foe to Resist with a Toughness Test or be Swallowed. While Swallowed, the foe cannot use any Actions, but can attempt to Resist again at the beginning of their Turn to escape. Foes who attempt to Resist must flip the results to fail their Skill Test.
Sweeping strike
When these creatures make a successful attack with a two-handed melee weapon, they strike up to three foes they’re Engaged with.
The changer of ways
When these creatures are made subject to Chaos Manifestations, they can roll twice and choose the most desirous result. Finally, they can Counterspell for 0 APs and can use Dispel Magick without having to make an Incantation Test.
The viridescent path
When this creature makes a Skill Test, they roll twice and assume the better of the two results. In addition, they never suffer from Critical Failures, instead treating them as regularly failed Skill Tests instead.
Transfixed gaze
When these creatures can see a foe (who can also see them), they force a foe to Resist with a Resolve Test or be Mesmerized. Mesmerized foes cannot use any Actions In Combat, but may attempt to Resist again at the beginning of their Turn to escape. The creature cannot use any other Actions while they maintain a Transfixed Gaze. However, they can release the gaze at any time. If the creature suffers Damage while a foe is Mesmerized, they immediately relinquish the hold. Foes who attempt to Resist must flip the results to fail their Skill Test.
True name
Unless foes invoke this creature’s True Name before casting Magick, it fails to affect the creature.
Unbridled rage
When these creatures are Seriously or Grievously Wounded, add an additional 1D6 Fury Die to Damage they inflict with melee weapon attacks.
Uncertain form
These creatures are immune to Injuries and Perilous Stunts.
Ungainly
When these creatures are Slain! all those Engaged with it must succeed at a Coordination Test or be knocked Prone beneath of it, suffering 3D10+3 Damage from falling.
Unlatch doors
These creatures can automatically unfasten any lock they can see or touch, Magickal or otherwise.
Unnatural viscera
These creatures are immune to attacks made with ranged weapons. However, they cannot use any Movement Action that requires 3 APs.
Unruly
When these creatures drop down the Damage Condition Track, they move an equal number of steps down the Peril Condition Track.
Vampire's curse
These creatures cannot cross running
water, unless by bridge or boat. When exposed to sunlight, they suffer
2D10+2 Damage from fire for every minute they remain exposed. Instead of
suffering Injuries
in this case, they instead are caught On Fire.
When Slain!, they turn into mist and immediately return to their resting
place to sleep. For every hour they sleep, they move one step up the
Damage Condition Track positively. Once Unharmed, all Injuries are
healed as well. However, while asleep, they can be permanently Slain! if
an ironwood stake is driven through their heart and the head is
removed.
Wall crawler
These creatures can crawl upon both vertical and horizontal surfaces with ease. In addition, they can initiate a ranged Chokehold at a Distance of 3+[PB], with a Load of 1 AP
Wanton hunger
When these creatures are encountered, roll 1D6 Chaos Die. If the result is face ‘1-5’, their hunger has been sated. If the result is face ‘6’, their hunger has not yet been sated and they are in a state of frenzy. When sated, they add +1 to both Damage and Peril Condition Tracks. When in a state of frenzy, they add an additional 1D6 Fury Die to Damage.
Weakness to brass
These creatures cannot be permanently Slain! unless a killing blow is rendered with a weapon made of brass or bronze.
Weak spot (x)
When a creature's body part indicated in parentheses is successfully struck by a Called Shot, a foe adds an additional 1D6 Fury Die to Damage.
Weeping scythe
When these creatures are encountered, they carry a scythe infused with the blood of mortals. When they deal Damage, the foe also begins to Bleed. This can only be used in the hands of these creatures, being otherwise useless relics to others. If picked up by PCs whose Order Ranks are higher than their Chaos Ranks, they are instantly disintegrated into ash, Slain!.
Whip of the fallen
When these creatures are encountered, they carry a bullwhip woven from the skins of Dread Counts. When they strike with the bullwhip, the foe suffers 2D10+[BB] physical Peril. This can only be used in the hands of these creatures, being otherwise useless relics to others.
Wind kick
When creatures use this attack, it forces a foe to Resist with a Coordination Test or be thrown 1D10+[BB] in yards. This attack can be used against three foes at once.
Winds of Chaos
When casting Generalist Petty Magick – at their option – these creatures can automatically succeed at the Incantation Test, but must drop one step down the Peril Condition Track negatively. In addition, they must always add 1 additional Chaos Die when they Channel Power.
Witchboard
These creatures cannot be permanently Slain! unless their remains are placed beneath a spirit board. Once placed beneath a spirit board, they enter hibernation and will remain so unless the board or remains are removed, therefore giving life to the creature again as it is restored to Unharmed. Only by successfully casting Last Rites over the spirit board are they forever Slain!.
Word of death
When these creatures encounter those who are suffering from a Disorder, Disease or Grievous Injury, the foe must Resist with a successful Resolve Test or else be Slain!. However, the foe must be able to see and hear them for Word of Death to work. If a foe succeeds at this Resolve Test, they are forever immune to Word of Death.
Wytch-science
When these creatures are encountered, roll 1D6 Chaos Die. If the result is face ‘1-4’, they carry two Wytchfyre pistols. If the result is face ‘5’, they carry a Wytchfyre jezzail. If the result is face ‘6’, they carry a Wytchfyre thrower. While carrying a Wytchfyre thrower, they cannot Charge, Maneuver or Run.
Vampire's curse
These creatures cannot cross running water, unless by bridge or boat. When exposed to sunlight, they suffer 2D10+2 Damage from fire for every minute they remain exposed. Instead of suffering Injuries
in this case, they instead are caught On Fire. When Slain!, they turn into mist and immediately return to their resting place to sleep. For every hour they sleep, they move one step up the Damage Condition Track positively. Once Unharmed, all Injuries are healed as well. However, while asleep, they can be permanently Slain! if an ironwood stake is driven through their heart and the head is removed.