New Powers
Aquatic Adaptation (Universal)
Characters with Aquatic Adaptation are at home in the water, and move as naturally in it as other characters do on land. Aquatic Adaptation powers are generally activated powers and require an expenditure of at least one power point. A character with Aquatic Adaptation may swim at a speed of 6m per round per point of Agility as an ordinary pace (much like walking), and hold their breath for a minute per point of Strength. A character with Advanced Aquatic Adaptation may swim at a speed of 9m per round per point of Agility (effectively they may move at a Rapid Jog pace as an Ordinary pace) and may hold their breath for 5 minutes per point of Strength. A character with Expert Aquatic Adaptation may breath under water, even if they do not have the appropriate Advanced power, and may swim at a pace of 20m per round per point of Agility (effectively an Exhausting pace as an Ordinary pace).
Basic Powers
Blubbery Hide The character has a thick layer of fat under their skin, offering protection against both cold and attacks. The character effectively has a natural form of armor that offers a protection rating of 2 against ballistics, melee and heat. Note that connotations aside, many animals have a layer of blubber but are still considered “svelt” or “slender,” such as dolphins.
Deep Dive The character has the ability to dive deeply into water without much concern for the hazardous cold and pressure within. The character has 3 free hits on any physical soak roll made to resist damage from cold or atmospheric pressure.
Slippery Bastard
Advanced Powers
Water Dart The character may move underwater at an Exhausting pace with no penalty as a Complex action at the cost of one power point.
Arcane Arms Race (Universal)
Basic Powers
Camouflage
Mesmerism
Tooth and Claw (Universal)
Basic Powers
Grabbit: The character has some flexible, extensible, and sticky or graspy appendage, such as a sticky tongue or a suction-cupped arm, that allows them to use the Abduct maneuver as a Simple action, rather than Complex action.
Natural Armor: The character has some manner of natural armor--generally a thick hide, chitin, or a shell. They passively have an armor rating of 1 against Ballistics, 3 against Melee, and 0 against Heat. At the player’s option, the armor may not fully protect the character, and allow an enemy to aim around it. In this case, increase the Ballistic and Melee ratings by 1. They may wear manufactured armor over this natural armor, but it is generally expensive to get a proper fit, and will always be somewhat uncomfortable.
Natural Weapon: The character has some manner of natural weapon-- sharp claws or teeth, battering or goring horns, spines, or the like. This is counted as a 3 damage weapon regardless of its description. A character might have multiple forms of natural attacks (claws and fangs, for example), but given they can only attack with a single weapon in a given initiative pass, there’s no reason to take this power more than once.
Toxic: The character is venomous, and can transmit this venom through, usually, some form of attack, such as a bite or sting. Some animals, however, are toxic to the touch, notable poison dart frogs and certain toads. When this power is taken, the character chooses whether it is “always on,” as in the case of amphibians with toxic skin secretions, or is voluntary, as is the case (so far as we can tell) for animals which inject venom. The effect of the venom is chosen from the table below, and is counted as a 3 hit poison. If the character does not have Natural Attack, they may still inject their venom, they just have to immobilize their target, or take advantage of their target’s helplessness in order to do so.
Poison | Effect | Example
|
Neurotoxin | Victim dazed and confused | Black widow, scorpion, blue-ringed octopus
|
Myotoxin | Victim immobilized | Snakes, lizards
|
Necrotoxin | Victim suffers damage | Rattlesnake and viper |
Advanced Powers
Brawny: The character towers over others, up to 3.5 meters (~10.5’) in height. They have a point of armor, and any attacks made with their body (such as natural weapons, or a punch or kick) have their damage increased by 2. By spending a power point, they may increase their strength by an additional 4 for the remainder of the scene.
Mobile Fortress: The character has a particularly thick shell, and can withdraw into it. This provides them a passive armor (which stacks with armor provided by Natural Armor) with a Ballistics rating of 2, Melee rating of 3, and Heat rating of 0. This protection does not fully cover the character, allowing enemies to aim around it, but, the character may withdraw into their shell. This is the only thing they can do in a turn, and prevents them from acting while they are so withdrawn (at the start of each of their initiative passes they choose whether they will stay turtled, or emerge and be able to act). While so withdrawn, however, their armor fully covers their body.
Hoof and Paw (Universal)
Basic Powers
Burrowing: The character is particularly adept at digging, and may move about a meter of dirt or loose soil per minute as a Pedestrian Strength and Athletics task.
Quick Footed: The character is particularly light and fast on their feet. By spending a single power point, they may either take an extra initiative pass or move at twice the normal rate in a given round of combat.
Sure Footed: The character is agile and seldom steps wrong. They ignore all movement penalties for speeds less than a Draining Sprint, and a Draining Sprint only applies a -4 penalty to their actions. Finally, all terrain penalties are lessened by one step for the character.
Tree Walking The character either has sharp claws, a firm grasp, or both, that allow them to easily clamber up tree trunks and branches and similar materials and objects, and move quickly and agilely from tree to tree. Or roof to roof. The character may move up vertical wooden surfaces and across wooden overhangs, and objects with ready handholds regardless of orientation, at a careful pace without rolling, and at an ordinary or rapid pace as a Professional task.
Wall Crawling: The character has the ability to move across vertical and inverted surfaces without need for special equipment. They can do this as easily as walking, and complicated stunts mimicking Wuxian or comic-book maneuvers are much easier for their ability to support their weight simply with a hand on a wall. The threshold for such stunts is is reduced by 2.
Advanced Powers
Flight: The character has functional wings and the ability to fly. At default, this flight is at the same rate as their walking speed, but they may spend a power point to fly at twice that rate.
Tunneling: The character’s adeptness at digging goes beyond that of characters with Burrowing. The character may move 3 meters of dirt or loose soil or 1 meter of dense or rocky ground per minute.
Weird Senses (Universal)
The Character has some sensory ability beyond simple taste, smell, sight, touch and hearing, or a more sensitive version of one of those powers. They may be a fish and have an ability to sense electric fields, they may be a bat or dolphin have echolocation or sonar, or they may simply have an acute enough sense of smell to track by it.
Basic Powers
Electrosentient The character has the ability to sense electric fields in much the same way that creatures with mundane senses can sense light or smells. (system stuff)
Get the Scent The character has a developed enough sense of smell to track and recognize people by. Either of these is a Professional Intuition and Survival task at minimum, and more difficult if the target is taking steps to prevent it.
Vibration Sense The character has the ability to sense vibrations in a surface they are in contact with. They can detect the presence of non-stationary objects and any person or creature, which does not have some specific power to stand completely motionlessly, within a range of about 3 meters per point of Intuition. A character with powers from the Aquatic Adaptation discipline can detect these vibrations while in water, and a character with an Advanced Weird Senses power may detect vibrations in the air.
Advanced Powers
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Character Types
Amphibians
-Slippery Bastard (Basic Aquatic Adaptation)
-Grabbit (Basic Tooth and Claw)
-Water Dart (Advanced Aquatic Adaptation)
Birds
-Natural Weapon (Basic Tooth and Claw)
-Tree Walking (Basic Hoof and Paw)
-Flight (Advanced Hoof and Paw)
Bovines
-Vigor (Basic Clout)
-
-Brawny (Advanced Tooth and Claw)
Bugs
-Wall Crawling (Basic Hoof and Paw)
-Vibration Sense (Basic Weird Senses)
-one of the following options:
---Natural Armor and Natural Weapon (Basic Tooth and Claw)
---Toxic (Basic Tooth and Claw) and Web Slinging (Basic )
---Flight (Advanced Hoof and Paw)
---Natural Attack in place of Wall Crawling, and Brawny (Advanced Tooth and Claw)
Canines
-Get the Scent (Basic Weird Senses)
-Natural Attack (Basic Tooth and Claw)
-(Advanced)
Chelonians
(ie, turtles and tortoises)
-Natural Armor (Basic Tooth and Claw)
-Natural Weapon (Basic Tooth and Claw) or Deep Dive (Basic Aquatic Adaptation)
-Mobile Fortress (Advanced Tooth and Claw) or (Advanced )
Equines
-Quick Footed (Basic Hoof and Paw)
-
-Brawny (Advanced Tooth and Claw)
Felines
-Sure Footed (Basic Hoof and Paw)
-Natural Attack (Basic Tooth and Claw)
-
Fish
-Deep Dive (Basic Aquatic Adaptation)
-Electrosentient (Basic Weird Sense)
-Water Dart (Advanced Aquatic Adaptation)
Lizards
-Grabbit (Basic Tooth and Claw)
-Wall Crawling (Basic Hoof and Paw)
-
Rodents
-Tree Walking (Basic Hoof and Paw)
-Hide From Notice (Basic Veil)
-
Serpents
-Mesmerism (Basic Arcane Arms Race)
-Toxic (Basic Tooth and Claw)
-
Ursines
-Natural Weapons (Basic Tooth and Claw)
-Blubbery Hide (Basic Aquatic Adaptation)
-Brawny (Advanced Tooth and Claw)