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)