Adaptations
Adaptations are Perks available only to non-humans. Adaptations marked with a dagger (†) operate only when a monster’s attack roll results in a Critical Success. The numbers are provided to allow random determination by the GM when desired.
Adaptation Descriptions
Perks are listed below; the numbers are provided to allow random determination by the GM when desired.
| 1d4 & 1d8 | Adaptation | Description |
|---|---|---|
| 1 & 1 | Achilles Heel | Monster suffers damage only when hit in a particular location, which requires a Called Shot to hit |
| 1 & 2 | Armour | Natural protection (thick hide, hard shell, etc.) that improves Defence; use these equivalents: None (DF 0), Light (DF 1), Medium (DF 2), Heavy (DF 4) |
| 1 & 3 | Bug | Creepy bugs have a Sneak AR equal to their level, and can climb vertical/inverted surfaces at their base Movement Rate |
| 1 & 4 | Burn | Inflicts acid, electricity, fire, or frost damage, up to once per level each day; damage die and Resistance TN based on monster’s size |
| 1 & 5 | Charge | Inflicts 2 dice of damage when charging or swooping on foes; requires at least 2” of clear ground to the target |
| 1 & 6 | Construct | Manufactured automatons immune to Poison, Disease, Fatigue, Called Shots, and Enchantment. Constructs ignore Wound Penalties and never check morale. “Healing” a construct requires Tinker instead of First Aid. |
| 1 & 7 | Demonic | Infernal beings immune to Poison, Disease, and Fire; Improved Insulation (+2 to Resist Powers); Resistant to normal weapons unless made of pure iron; most have the Power Adaptation with 1d6 random powers |
| 1 & 8 | Disease† | Inflict sickness with effects up to the GM; Resistance TN based on monster size |
| 2 & 1 | Energy Drain† | Permanently reduce a foe’s Wound Limit by –1; Resistance TN based on monster size |
| 2 & 2 | Fearless | Monster never checks morale (always stays in the fight and fight to the death) |
| 2 & 3 | Ferocious | Upgrade monster's natural attack damage die by one step |
| 2 & 4 | Grip† | Hold a foe for automatic damage each round; victim breaks free with a successful Athletics roll vs. monster’s size-based TN |
| 2 & 5 | Gulp† | Swallow whole any foe 2 or more sizes smaller; victim is alive for 2d8 rounds and may attack from the inside at AR –4 (Small weapon or natural attack only) |
| 2 & 6 | Hypersensitive | Surprised only when Sneak roll is a Critical Success |
| 2 & 7 | Immunity | Complete immunity from specified attack types(s) |
| 2 & 8 | Incorporeal | Lacking substance, such creatures can pass through solid objects; they attack via (and are vulnerable only to) powers of certain schools |
| 3 & 1 | Infravision | See in darkness to 4” + level |
| 3 & 2 | Lowlife | Squishy invertebrates, fungal colonies, and puddles of goo immune to weapon-based attacks, but can be harmed with burns or powers; all lowlifes gain a Sneak AR equal to their level |
| 3 & 3 | Movement | Alternate form of movement (e.g., flying, burrowing, gliding, et al.) |
| 3 & 4 | Paralysis† | As the paralyze power; Resistance TN based on monster's size |
| 3 & 5 | Petrifaction† | Turns foes into stone (or places them into suspended animation) via a touch, gaze, or other natural attack; Resistance TN based on monster’s size |
| 3 & 6 | Pounce | Grants a +2 to attack and damage rolls when leaping on a surprised foe |
| 3 & 7 | Power | The monster has one or more innate powers, usable once per level each day (no Wield roll required; Resistance TN based on monster’s size) |
| 3 & 8 | Power (at-will) | As Power, but no daily limit |
| 4 & 1 | Regeneration (greater) | Automatically restore one whole wound at the start of each round, regardless of severity |
| 4 & 2 | Regeneration (lesser) | Automatically restore 1d4 points of wound severity at the start of every combat round |
| 4 & 3 | Resilient | Ignores Wound Penalties resulting from hits sustained |
| 4 & 4 | Resistance | Suffer half-damage from specified attack type(s) |
| 4 & 5 | Undead | Reanimated corpses immune to Poison, Disease, Fatigue, Called Shots, and Enchantment. Undead have WL -1 for their size but ignore Wound Penalties and never check morale. Undead suffer Dmg 1d6 from holy water. |
| 4 & 6 | Unstoppable | Ignores wounds completely; vanquished only if an attack’s Damage exceeds Wound Limit |
| 4 & 7 | Venom† | Inject natural poison into a foe; damage and Resistance TN based on monster size (but can vary at the GM’s discretion) |
| 4 & 8 | Weakness | Suffer double damage from specified attack type(s); if the attack type is a power, a Normal Success on the Resistance roll has no effect. (Critical Success required for halved effect) |