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<tabs>
<tabs>
<tab name="Acute Smell (Bygone)">
<tab name="Acute Smell (Bygone)">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Acute Smell</h2>
<br>• Poor: Lift/Carry 40 lbs (about 20 kgs).
 
<br>••• Average: 100 lbs (close to 50 kgs).
<p>The symphony of odors, the spectacle of sensation, the rich epics told by every passing breeze or warm surface — humans sense these things but dimly. Virtually every land animal and every creeping thing, however, knows and understands the language of smells.</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<h3>Cost</h3>
<p>2-3 points</p>
 
<h3>Effects</h3>
<p><strong>Level 1 (2 points):</strong> You can smell water on the wind, tell the species of an unseen stalker (or target), recognize a familiar smell, and find hidden food or aromatic treasures (like spices, wine, potions, etc.). This is the level at which deer, horses, and bears smell.<br>
<strong>Level 2 (3 points):</strong> This level is enjoyed by hounds and wolves. You can track anyone by scent, recognize individuals by smell (both human and animal), tell who (or what) has been in a room or handling an object, smell powerful emotions on creatures whose kind you know (as dogs can smell fear), find hidden water, and predict the weather.</p>
 
<h3>Game Terms</h3>
<p><strong>Level 1 (2 points):</strong> Earn an additional two dice for Perception rolls involving scent.<br>
<strong>Level 2 (3 points):</strong> Add three dice to your Perception pool for scent-related rolls. At this level, smell is your dominant sense, and virtually all Perception rolls involving scent benefit from this heightened ability.</p>
 
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
</tab>
</tab>
<tab name="Alacrity">
<tab name="Alacrity">
<br>'''Strength:''' Your character's raw and brute power..
== Alacrity (2-6 pts.) ==
<br>•• Average: 100 lbs (close to 50 kgs).
'''Description:'''
<br>•••••• Outstanding: 650 lbs (nearly 300 kgs)
Damn, you’re fast! Capable of bursts of inhuman speed, you can strike before most people can think.
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
'''Mechanics:'''
* Each two points spent in this Advantage, up to the maximum six points, allows you to spend a Willpower point and take one extra action within a single turn.
* A six-point Advantage would let you act four times in a single turn for the cost of one Willpower point.
* Subsequent Willpower points spent that turn do not add up; six points let you act four times in one turn no matter how many Willpower points you spent that turn.
* This bonus lasts only one turn per point of Willpower spent that turn.
* You can burn Willpower to move like the wind for as long as your Willpower lasts.
 
'''Advantages Point Cost:'''
* 2 points: 1 extra action per turn
* 4 points: 2 extra actions per turn
* 6 points: 3 extra actions per turn
 
'''Example Use:'''
* Allows for rapid, multiple actions in combat or other critical situations.
 
<br>'''Source(s):'''Gods and Monsters p. 201<br>
<br>'''Source(s):'''Gods and Monsters p. 201<br>
</tab>
</tab>
<tab name="Armor">
<tab name="Armor">
<br>'''Strength:''' Your character's raw and brute power.
== Armor (Variable Points) ==
<br>• Poor: Lift/Carry 40 lbs (about 20 kgs).
'''Description:'''
<br>•• Average: 100 lbs (close to 50 kgs).
Thanks to thick hide, armored plates, warty skin, or some other form of innate protection, your character gains extra soak dice and can soak lethal damage as well. For double the usual cost (i.e., two freebie points per point of protection), they can soak aggravated damage, too. This armor isn’t invisible; in most cases, it’s pretty obvious. For every three points in protection, the character loses one point of Appearance. (This penalty does not apply to animals or beasts with natural armor — turtles, alligators, dragons, etc.)
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
'''Mechanics:'''
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
* '''1 pt.:''' One soak die (thick fur or hide)
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
* '''2 pts.:''' Two soak dice (scales, ridges)
* '''3 pts.:''' Three soak dice (chitin, shell)
* '''4 pts.:''' Four soak dice (bone plating, dragon hide)
* '''5 pts.:''' Five soak dice (metal plates, thick hide plus layers of fat and muscle)
 
'''Optional Rule:'''
The Storyteller might decide that an aimed blow (typically +3 difficulty, although the specific penalty depends upon the nature of the armor) can bypass the protection.
<br>'''Source(s):''' M20 Gods & Monsters Version pg. 202
</tab>
<tab name="Aura">
<h2>Aura</h2>
 
<p>Uncanny radiance surrounds you. This aura could manifest in various ways: shimmering with holiness, reeking of death, smoldering with the essence of the Pit, or reflecting an affinity for a particular element. The specifics depend on the nature of the creature and its true essence. For instance:</p>
<ul>
  <li>An infernal entity might project an unholy aura with a scent of brimstone and an unnerving chorus of damned souls.</li>
  <li>An elemental might cause phenomena related to its element, such as a breeze, flickering flames, dampness, or blooming plants.</li>
  <li>An embodiment of technological principles might radiate cold perfection.</li>
</ul>
 
<h3>Cost</h3>
<p>3 points as an Advantage, or 3 points as a Supernatural Flaw</p>
 
<h3>Effects</h3>
<p>As an Advantage, this aura affects the localized environment around the entity:</p>
<ul>
  <li>The aura does not inflict damage but can be unnerving to those who fear such entities.</li>
  <li>Opposed entities (e.g., demons in the presence of an angel) feel compelled to flee unless they spend a Willpower point to remain nearby. If they stay, they suffer a +3 difficulty on all rolls against the aura-bearing character.</li>
  <li>Neutral characters notice the aura's environmental effects (e.g., withering or flourishing plant life, light or darkness, faint music, or metallic clanging). These effects don't influence system modifiers but indicate the nature of the entity.</li>
  <li>The character can spend a Willpower point to suppress the Advantage for one scene. In this state, a witness must make a successful Awareness roll (difficulty 7) to discern the character's true nature.</li>
</ul>
<p>As a Flaw, the aura cannot be suppressed, betraying the character’s nature whether they want it to be obvious or not.</p>
 
<br>'''Source(s):'''Gods and Monsters p. 202<br>
</tab>
</tab>
<tab name="Aww!">
<tab name="Aww!">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Aww!</h2>
<br>• Poor: Lift/Carry 40 lbs (about 20 kgs).
 
<br>•• Average: 100 lbs (close to 50 kgs).
<p>Cuteness excuses a multitude of sins. In your case, you’re so adorable that people tend to give you more slack than your activities deserve. This innate charm can make it easier for you to get away with things that others might not.</p>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
<h3>Cost</h3>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>1-4 points</p>
 
<h3>Effects</h3>
<p>Every point in this Advantage adds one die to the Social rolls you make based upon endearing yourself to someone through your sheer cuteness. This power works in any form, but it grants only half of the usual bonus (rounded up) when you’re in a human guise.</p>
 
<br>'''Source(s):'''Gods and Monsters p. 202<br>
<br>'''Source(s):'''Gods and Monsters p. 202<br>
</tab>
</tab>
<tab name="Bare Necessities">
<tab name="Bare Necessities">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Bare Necessities</h2>
<br>• Poor: Lift/Carry 40 lbs (about 20 kgs).
 
<br>••• Good: 250 lbs (a little over 100 kgs).
<p>Physical shape-changing typically deals only with the body itself. A radical shapeshift — say, from woman to wolf — usually forces the character in question to spend a turn or more either stripping down before changing, or else wiggling out of the discarded clothing and possessions afterward. With this Advantage, however, you can shape-change with your clothing and small possessions intact, and then carry them over with you when you return to your natural form.</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
<h3>Cost</h3>
<p>1 or 3 points</p>
 
<h3>Effects</h3>
<p>For one point, you can retain your clothing and small items that are worn close to your skin (wallets, watches, knives strapped to your leg, etc.). For three points, you can meld small carried items as well: backpacks, swords, a walking stick, and so forth. The carried items must be small and light enough to be held in one hand; a pistol could be transformed and carried this way, but an AR-15 could not. The transformed items essentially disappear when your character shapeshifts, and they cannot be used or taken away if they were being worn or held at the time of transformation. When you change back to your natural form, however, the items are wherever they were when you shifted shape.</p>
<p>Unless it involves some technological method (like small compartments that open within a robot and stow the items inside that robot’s body), this Advantage is essentially magic. The Storyteller might rule that sophisticated technologies (computers, firearms, cell phones, etc.) transformed by magic might malfunction when the character changes back to her natural form. Although this malfunction check would involve a successful roll of Stamina + Technology, difficulty 7, for non-mages (and a Willpower + Avatar roll with that same difficulty if the Storyteller allows Awakened mage characters to take this Advantage), a character whose paradigm is based on hyperscience instead of natural magic can simply define the Advantage with anime-like technologies.</p>
 
 
<br>'''Source(s):'''Gods and Monsters p. 202<br>
</tab>
<tab name="Bioluminescence ">
<h2>Bioluminescence</h2>
 
<p>Fireflies, anglerfish, certain forms of mold, and you. Like those luminescent beings, your body — or parts of it — can glow, and you can turn this self-contained light on and off at will. This ability can be used for various purposes, from illuminating your surroundings to blinding opponents in certain situations.</p>
 
<h3>Cost</h3>
<p>1-3 points</p>
 
<h3>Effects</h3>
<p>Bioluminescence provides different levels of brightness and control depending on the number of points invested:</p><br>
<p><strong>1 point:</strong> The glow is roughly as bright as an average cell phone and cannot be focused or directed.<br>
<strong>2 points:</strong> The glow is either brighter (like a halogen flashlight) or directable.<br>
<strong>3 points:</strong> The glow can be both brighter and directable.</p>
<p>The light can come from natural luminescent organs, cybernetic implants, biotech body modifications, magical powers, mutant abilities, or other sources. Generally, this light allows you to illuminate a small area as if you’re holding a hand-held light source. Directable luminescence can be used to blind a character for a turn or so with a successful Dexterity + Perception roll. The difficulty for this application depends on the target’s sensitivity to light, contrast between light and darkness, protective gear, cover, distance, and other factors, ranging from 4 (a point-blank flash) to 10 (blinding a protected opponent at range).</p>
<p>Beyond 15 feet or so, this Advantage illuminates an area but isn’t strong enough to blind someone at range.</p>
 
<br>'''Source(s):'''Gods and Monsters p. 202<br>
</tab>
<tab name="Blending">
<h2>Blending</h2>
 
<p>This creature has the ability to alter their appearance to match the dominant attributes of their surroundings, much like a chameleon. This adaptation can be used for stealth or to avoid detection in various environments. The creature can blend in slowly over time or quickly if needed.</p>
 
<h3>Cost</h3>
<p>1 point</p>
 
<h3>Effects</h3>
<p>The creature can either:</p>
<ul>
  <li>Slowly acclimate to their surroundings, requiring at least a scene to blend in.</li>
  <li>Quickly acclimate through a successful Wits + Survival roll (difficulty 8).</li>
</ul>
<p>Additionally, creatures with either Quintessence or Gnosis may spend a point to immediately blend into their environment. Successfully blending causes a +2 difficulty to perceive the creature with any natural sense.</p>
 
<br>'''Source(s):'''Gods and Monsters p. 202<br>
</tab>
</tab>
<tab name="Bond Sharing">
<tab name="Bond Sharing">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Bond-Sharing</h2>
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
 
<br>•••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>Certain legendary creatures, most notably witch-familiars and heart-bonded companions, can share perceptions, thoughts, and even certain abilities with their close friends. This Advantage allows you to exchange such communions, enabling various forms of mystic bonds between close companions. For instance, a horse may "move as one" with its rider, a dolphin might share water-breathing with its land-born lover, or a bear could confer healing powers upon its totem-sister. Such bonds require intense connection and trust.</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
<h3>Cost</h3>
<p>4-6 points</p>
 
<h3>Effects</h3>
<p>Game-wise, this Advantage creates a "bridge" between partners, allowing them to share a certain ability or range of abilities. The specific benefits are as follows:</p>
<ul>
  <li><strong>4 points:</strong> Your companion can use one of your senses or withstand one environment (intense cold, underwater, fire, etc.) that’s native to your character.</li>
  <li><strong>5 points:</strong> Your companion can go anywhere you can go (including, in an Avatar Storm chronicle, through the Gauntlet without harm) or, by sharing your senses, feel anything you can feel.</li>
  <li><strong>6 points:</strong> Your companion can do both at the same time.</li>
</ul>
<p>This "bridge" stretches roughly half a mile but works best when both characters remain in close proximity. At the Storyteller’s discretion, a Stamina roll might be necessary to form a "link" across distances of 300 feet (or 100 meters) or more.</p>
<p>Each partner imparts a bit of their essence with the other one. If one partner suffers, the other partner feels pain even if they’re not bond-sharing at the time. The death of one partner inflicts agony upon the other — a few levels of bashing damage, if nothing else, possibly an incapacitating psychic shock if the partners were especially intimate. Sharing also involves an act of will; both partners must make a conscious decision to "connect" each time they share abilities or perceptions. Such bonding sends a powerful surge of energy between both partners — a communion that the partners may share simply for enjoyment’s sake. Incidentally, neither partner needs to be human; though it’s odd to see such levels of connection between, say, a dog and a gryphon, stranger things have happened.</p>
<br>'''Source(s):''' M20 Gods & Monsters Version pg. 203
</tab>
</tab>
<tab name="Cause Insanity (Bygone)">
<tab name="Cause Insanity (Bygone)">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Cause Insanity</h2>
<br>• Poor: Lift/Carry 40 lbs (about 20 kgs).
 
<br>•• Average: 100 lbs (close to 50 kgs).
<p>Consciousness is fragile. With this Advantage, a creature can rattle the cage of sanity and provoke temporary fits of madness. Generally possessed by entities of cosmic horror or stunning beauty, this power provokes hallucinations, derails trains of thought, and forces the target to doubt their grasp on reality. Especially among mages, this ability can have fearsome consequences.</p>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
<h3>Cost</h3>
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>2 points per die</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<h3>Effects</h3>
<p>A target of this Advantage must be within visual sight of the creature who inflicts the madness. The player with this Trait spends one point of Willpower and rolls one die for every two points spent on this Advantage. The target’s Willpower Trait provides the difficulty for that roll. A single success forces the targeted character to assume a Derangement (Mage 20, pp. 649-650) for one day per success rolled. If the target is a mage, three successes or more also force that mage to make a Willpower roll (difficulty is that mage’s current Paradox + 2), or else suffer one level of Quiet, too (Mage 20, pp. 555-556).</p>
 
<br>'''Source(s):'''Gods and Monsters p. 203<br>
<br>'''Source(s):'''Gods and Monsters p. 203<br>
</tab>
</tab>
<tab name="Chameleon Coloration">
<tab name="Chameleon Coloration/Shadow-Walking">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Chameleon Coloration/Shadow-Walking</h2>
<br>• Poor: Lift/Carry 40 lbs (about 20 kgs).
 
<br>•• Average: 100 lbs (close to 50 kgs).
<p>The ability to blend into the surroundings, changing coloration or darkening the pelt to match the background. This power enhances stealth and camouflage, making the creature difficult to detect.</p>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
<h3>Cost</h3>
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>4/6/8 points</p>
 
<h3>Effects</h3>
<p><strong>Shadow-Walking (4 points):</strong> The creature can darken its pelt to blend in with shadows, effectively becoming invisible in dimly lit areas.<br>
<strong>Chameleon Coloration (6 points):</strong> The creature can change hues within the range of a single color (e.g., shades of green, red, or brown), allowing it to blend into similar colored backgrounds.<br>
<strong>Advanced Chameleon Coloration (8 points):</strong> The creature can change to fit any color background, providing maximum camouflage.</p>
 
<h3>Perception Difficulty</h3>
<p>Perceiving a creature using Chameleon Coloration or Shadow-Walking requires a Wits + Alertness roll with a difficulty of 7.</p>


<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
</tab>
</tab>
<tab name=" Claws (Bygone)">
<tab name=" Claws, Fangs, or Horns">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Claws, Fangs, or Horns</h2>
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
 
<br>•••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>Unlike frail, soft humans, you possess natural weaponry: slashing talons, gnashing fangs, goring horns, or perhaps a combination of all three. These hardy attacks inflict lethal, sometimes even aggravated, damage in addition to your natural strength and mass. They can’t be removed without ripping or cutting off body parts, and so you’re never really without the ability to hurt someone.</p>
<br>•••••••• Good: 250 lbs (a little over 100 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<h3>Cost</h3>
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
<p>3, 5, or 7 points</p>
 
<h3>Effects</h3>
<p>The number and nature of these natural weapons depend upon the points spent on this Advantage:</p>
<ul>
  <li><strong>3 points:</strong> One form of attack (Claws, Fangs, or Horns) that deals lethal damage.</li>
  <li><strong>5 points:</strong> Two forms of attack (any combination of Claws, Fangs, or Horns) that deal lethal damage.</li>
  <li><strong>7 points:</strong> All three forms of attack (Claws, Fangs, and Horns) that deal lethal damage.</li>
</ul>
<p>Each type of attack allows you to use certain combat maneuvers:</p>
<ul>
  <li><strong>Bite:</strong> Difficulty 5, Damage Strength +1</li>
  <li><strong>Claw:</strong> Difficulty 6, Damage Strength +2</li>
  <li><strong>Gore:</strong> Difficulty 7, Damage Strength +2 (Strength +4 after a charge of 10 yards or more)</li>
</ul>
<p>For double the usual cost, the damage becomes aggravated. With certain types of characters (cats, demons, etc.), the claws or fangs might be retractable — a minor benefit that does not cost additional points. Other kinds of beasts might have “horns” on the back or tail, claws on wings, rending “teeth” embedded into tentacles, and so forth.</p>
<br>'''Source(s):''' M20 Gods & Monsters Version pg. 203-204
</tab>
</tab>
<tab name="Fangs (Bygone)">
<tab name="Deadly Demise">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Deadly Demise</h2>
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
 
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>Certain enemies take you with them when they go. Often associated with zombies, robots, poisonous fungus-folk, and other beings with innate capacities for self-destruction, this advantage inflicts damage on everyone nearby when the character goes to meet its maker. If that character drops below the Incapacitated health level due to lethal or aggravated damage, then the character screams, explodes, or performs some other final strike against its enemies on the following turn, dealing out damage.</p>
<br>••••••• Good: 250 lbs (a little over 100 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<h3>Cost</h3>
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
<p>2, 4, or 6 points</p>
 
<h3>Effects</h3>
<p>The blast radius for this final strike is roughly 30 feet (nine meters). If the character is some sort of vehicle or is carrying other characters in its body, arms, or other means, then those characters meet a messy demise unless they escape before the blast. The damage dealt depends on the points spent:</p><br>
<p><strong>2 points:</strong> 4 dice of lethal damage.<br>
<strong>4 points:</strong> 6 dice of lethal damage.<br>
<strong>6 points:</strong> 8 dice of lethal damage (or 6 dice of aggravated damage).</p>
<br>'''Source(s):''' M20 Gods & Monsters Version pg. 204
</tab>
</tab>
<tab name="Horn (Bygone)">
<tab name="Soul-Sense/Death-Sense">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Soul-Sense / Death-Sense</h2>
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
 
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>Animals are closer to the natural processes of the universe, and are often extremely sensitive to spirits and the closeness of death. This Advantage provides you with the ability to sense such spirits. You may be an animal yourself, or perhaps some other being with a sense for the life-forces of those around you. Dogs, cats, psychopomps, and other liminal entities frequently have this Advantage. Some people might be "blessed" with similar abilities, and they often work as palliative-care workers, doulas, midwives, and other folks with deep affinities for life and death.</p>
<br>••••••• Good: 250 lbs (a little over 100 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<h3>Cost</h3>
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
<p>2-3 points</p>
</tab>
 
<tab name="Teeth (Bygone)">
<h3>Effects</h3>
<br>'''Strength:''' Your character's raw and brute power.
<p>With the two-point version of this Advantage and a successful Perception + Awareness roll, you can sense the vampire in a crowd, the spectre lurking in the graveyard, or perhaps the Pattern Spider about to manifest on the material side of the Gauntlet. You may also be able to sense an impending birth, or the flowering of life within the womb.</p>
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
<p>With the three-point version of this Advantage, you have the ability to see the auras of those who will soon face and overcome death, or perhaps notice the entropic threads around a person who’s headed to their doom. Such insight can give you enough time to intervene, or it might just be something you note and then move on with your existence. This Advantage, sadly, doesn’t give you any sort of moral compass to go along with it.</p>
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
<br>'''Source(s):''' M20 Gods & Monsters Version pg. 211
<br>••••••• Good: 250 lbs (a little over 100 kgs).
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
</tab>
<tab name="Death/Spirit Sense">
<br>'''Strength:''' Your character's raw and brute power.
<br>••• Good: 250 lbs (a little over 100 kgs).
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<br>'''Source(s):''' The Bygone Bestiary p. 118<br>
</tab>
</tab>
<tab name="Dominance">
<tab name="Dominance">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Dominance</h2>
<br>• Poor: Lift/Carry 40 lbs (about 20 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>You have a naturally commanding demeanor, or an elevated place in the social hierarchy of your people or species. This gives you a significant advantage in social situations, allowing you to assert your will more effectively.</p>
 
<h3>Cost</h3>
<p>1 point</p>
 
<h3>Effects</h3>
<p>Dominance provides the following benefits:</p>
<ul>
  <li>Gain three additional dice to any Social interaction within the appropriate groups.</li>
  <li>Reduce the difficulties for your Intimidation or Leadership rolls by –2.</li>
</ul>
 
<br>'''Source(s):'''Gods and Monsters p. 204<br>
<br>'''Source(s):'''Gods and Monsters p. 204<br>
</tab>
</tab>
<tab name="Earthbond">
<tab name="Earthbond:">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Earthbond</h2>
<br>•• Average: 100 lbs (close to 50 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>A bond with your surroundings helps you perceive trouble and respond to potential threats. This connection enhances your awareness of the environment, making it easier to spot dangers and react swiftly.</p>
 
<h3>Cost</h3>
<p>2 points</p>
 
<h3>Effects</h3>
<p>This Advantage reduces the difficulty of your perception rolls by -2 when trying to spot potential trouble. Your keen senses, whether through natural abilities or enhanced means such as passive sonar or high-tech scanning devices, allow you to detect trespassers and other threats. However, you are still susceptible to being surprised by entities using unusual methods like teleportation or stepping in from the Umbra.</p>
 
<br>'''Source(s):'''Gods and Monsters p. 204br>
<br>'''Source(s):'''Gods and Monsters p. 204br>
</tab>
</tab>
<tab name="Elemental Touch">
<tab name="Elemental Touch">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Elemental Touch</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>••••• Exceptional: 400 lbs (close to 200 kgs).
<p>Wherever you go, an element responds to your presence. Perhaps breeze rises when you flick your hair; maybe you call down lightning with your rage. Whatever the source of this bond might be, you are one with an element, and it responds to your commands. Game-wise, this Advantage grants a limited amount of control over a single element that’s associated with your character. Because this bond works through mystical associations, that element must be natural and “pure”: fire, earth, wood, air, a given metal, and so forth. Modern “para-elementals” can supposedly manipulate plastics, glass, alloys, and other products of elemental technology. The element and bond depend upon the concept of your character and its connection to the world. The degree of control you can exert upon the element depends on the amount of points invested into the Advantage, as shown below. Once the element responds, you don’t maintain much control over what it does afterward. Calling up an inferno to cook your hot dogs, then, might be a very bad idea!</p>
<br>••••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>•••••••••• Outstanding: 650 lbs (nearly 300 kgs)
<h3>Cost</h3>
<br>••••••••••••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>3, 5, 7, 10, or 15 points</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<br>'''Source(s):''' The Bygone Bestiary p. 111<br>
<h3>Effects</h3>
<p>The degree of control and the feats you can perform with your chosen element depend on the points invested:</p><br>
<p><strong>3 points:</strong> Sense the presence of a large quantity of your chosen element within a half-mile or so. Requires a successful Perception + Awareness roll (difficulty 6-9, depending on the amount of the element and the obstacles between it and you).<br>
<strong>5 points:</strong> Sense your associated element or affect a nearby quantity of it in small yet possibly significant ways (calling up a breeze, making flames flicker or settle, rippling the surface of water, etc.). Roll as above.<br>
<strong>7 points:</strong> Alter a small local quantity of your element in minor ways (warping a tree branch, causing a fire to flare or gutter, raising waves on water, etc.). This control demands one point of Willpower and a successful Manipulation + Awareness roll; the roll’s base difficulty starts at 6 but rises higher if you’re trying to alter a large or stubborn amount of that element (cracking frozen earth, soothing a fierce fire, etc.).<br>
<strong>10 points:</strong> Conjure a small amount (roughly one foot square, five pounds or gallons, a strong gust, etc.) of your element into existence; or affect the behavior of that element to a greater degree than before (calming a bonfire, shaking the earth around you, and so on). Both applications must be within a few feet of where you stand, and you must touch the affected area to conjure the element from nothing. Both applications demand a roll as above and cost one point of Willpower.<br>
<strong>15 points:</strong> For a cost of two Willpower points and a successful roll as above, you can rouse or alter large amounts of your element (stirring or calming a wildfire, inciting a minor earthquake, twisting a tree into a new shape, etc.). This degree of power can inflict significant damage on your surroundings (broken walls, flaming forests, and the like), and once set in motion, that damage cannot be stopped on your end, though you can try and fix the results afterward with further applications of your elemental powers.</p>
<br>'''Source(s):''' M20 Gods & Monsters Version pg. 204-205
 
</tab>
</tab>
<tab name="Enhancement (Bygone)">
<tab name="Enhancement">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Enhancement</h2>
 
<p>Elephants are tougher than humans, apes stronger, cats more agile, dragons more intelligent. If your kind is superior to humanity in any way (or many ways), you will want this Advantage. This power allows a creature to exceed human limitations in various attributes or health, reflecting their exceptional nature.</p>
 
<h3>Cost</h3>
<p>Variable (5 points per enhancement)</p>
 
<h3>Effects</h3>
<p>For each five points spent, you may buy another dot (above five) for any Attribute, or add one more Health Level (above eight) to your total.</p>
 
<ul>
  <li><strong>Enhanced Strength:</strong> Increases the creature's physical power, allowing it to perform feats of strength beyond human capability.</li>
  <li><strong>Enhanced Dexterity:</strong> Increases the creature's agility, enabling it to move with greater speed and precision.</li>
  <li><strong>Enhanced Stamina:</strong> Increases the creature's endurance, allowing it to withstand more physical strain and recover more quickly.</li>
  <li><strong>Enhanced Intelligence:</strong> Increases the creature's cognitive abilities, providing superior problem-solving skills and knowledge.</li>
  <li><strong>Enhanced Perception:</strong> Enhances the creature's sensory abilities, allowing it to detect things more acutely.</li>
  <li><strong>Enhanced Health:</strong> Adds additional Health Levels, making the creature more resilient and harder to kill.</li>
</ul>


<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<br>'''Source(s):''' The Bygone Bestiary p. 113<br>
<br>'''Source(s):''' The Bygone Bestiary p. 113<br>
</tab>
<tab name="Empathic Bond">
<h2>Empathic Bond</h2>
<p>What others feel, you can feel too. This Advantage allows you to sense or influence the emotional state of another person (or not necessarily a human person) as if you possess the Mind 1 Effect Sense Thoughts & Emotions. This bond can be a two-way street, so you’ve also acquired enough discipline to shield your feelings and surface thoughts.</p>
<p>Despite the shielding, you experience emotions intensely and might keep to yourself to avoid the barrage of other people’s passions. A character with this Advantage almost certainly has the Empathy Talent, which combined with this Advantage can make them feel extremely vulnerable.</p>
<h3>Cost</h3>
<p>2 points</p>
<h3>Effects</h3>
<p>This Advantage helps you reach into the emotional state of another person and sense or influence those emotions. It functions similarly to the Mind 1 Effect Sense Thoughts & Emotions. Because the bond can be reciprocal, you’ve learned to shield your feelings and surface thoughts.</p>
<br>'''Source(s):'''Gods and Monsters p. 205<br>
</tab>
</tab>
<tab name="Extra Heads">
<tab name="Extra Heads">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Extra Heads</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>For better and worse, this Advantage grants you a friend that never leaves your side… or your shoulder, for that matter. Having additional heads can provide various benefits in terms of perception and resistance to mental control, as well as offering extra bite attacks during combat.</p>
<br>'''Source(s):''' The Bygone Bestiary p. 113<br>
 
<h3>Cost</h3>
<p>2 points per head</p>
 
<h3>Effects</h3>
<p>Each additional head provides the following benefits:</p>
<ul>
  <li><strong>Perception:</strong> Adds two extra dice (per head) for Perception-based rolls.</li>
  <li><strong>Mental Defense:</strong> Increases the difficulty for mind-control attacks against you by +2 per head (maximum difficulty 10).</li>
  <li><strong>Combat:</strong> Each head can make a bite attack if the target is within reach.</li>
</ul>
<p>However, each head also has its own personality, which might not always get along with the others, potentially leading to internal conflict.</p>
<br>'''Source(s):''' M20 Gods & Monsters Version pg. 203
</tab>
</tab>
<tab name="Extra Limbs (Bygone)">
<tab name="Extra Limbs (Bygone)">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Extra Limbs</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>Like an octopus or a Hindu deity, you possess more prehensile limbs than an average human or another beast of your kind. For example, you might be a 10-legged octopus or a two-trunked elephant. These additional limbs provide significant advantages in performing various tasks or actions simultaneously.</p>
<br>'''Source(s):''' The Bygone Bestiary p. 113<br>
 
<h3>Cost</h3>
<p>2 points per limb</p>
 
<h3>Effects</h3>
<p>Each extra limb adds one die to your dice pools when performing multiple actions. You use your highest dice pool, not your lowest, when performing those multiple actions. Additionally, if you use your extra limbs to perform several related activities or to attack multiple targets at once, you may perform one action for every two limbs involved. For example:</p>
<ul>
  <li>An animated six-armed Krishna statue could perform three attacks per turn.</li>
</ul>
<p>This benefit applies only to activities where extra limbs would allow your character to do something that a character with a standard number of limbs could not do. For instance, six legs would not make you run any faster than a person with two legs.</p>
 
<p>Depending on the type of extra limbs, they might also enable your character to perform specific tasks that would be impossible otherwise. For example:</p>
<ul>
  <li>A monkey tail might grab tree limbs and help you swing better than a four-limbed person.</li>
  <li>A prehensile tongue could grab objects within reach even if your hands and legs are bound.</li>
</ul>
<p>The specific uses of these limbs depend on the character and the Storyteller's discretion, handled on a case-by-case basis.</p>
<br>'''Source(s):''' M20 Gods & Monsters Version pg. 203
</tab>
</tab>
<tab name="Extra Speed">
<tab name="Extra Speed">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Extra Speed</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>••••• Exceptional: 400 lbs (close to 200 kgs).
<p>The race is not always to the swift, but it often seems that way. The leopard among beasts, the hawk among birds, and the dolphin among sea creatures can outdistance any of their fellows. This power grants the creature enhanced movement speed, allowing it to move more quickly and react faster than ordinary beings.</p>
<br>••••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>••••••••• Outstanding: 650 lbs (nearly 300 kgs)
<h3>Cost</h3>
<br>•••••••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>Variable (5 points per enhancement)</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<h3>Effects</h3>
<p>For each five points spent, you may take one additional action per turn without splitting your Dice Pool. When moving, this Advantage allows you to multiply a normal human's speed by 1.5 for each five points spent.</p>
 
<ul>
  <li><strong>Additional Actions:</strong> Grants one additional action per turn without the need to split the Dice Pool, providing a significant advantage in combat and other rapid-response situations.</li>
  <li><strong>Increased Movement Speed:</strong> Enhances the creature's movement speed, allowing it to move faster than normal.</li>
</ul>
 
<p>Fast-swimming beasts need not purchase this Advantage, but fast-flying beasts should. Check the description of your character's kind elsewhere in The Bygone Bestiary to find the appropriate level at which to purchase this Advantage.</p>
 
<h3>Movement Rates</h3>
<p>Below are the movement rates for creatures with Extra Speed, based on the number of points spent:</p>
 
<table>
  <tr>
    <th>Points</th>
    <th>Walk</th>
    <th>Run</th>
    <th>Fly</th>
  </tr>
  <tr>
    <td>Opts (Human)</td>
    <td>7</td>
    <td>20</td>
    <td>NA</td>
  </tr>
  <tr>
    <td>3 pts</td>
    <td>9</td>
    <td>25</td>
    <td>25</td>
  </tr>
  <tr>
    <td>5 pts</td>
    <td>11</td>
    <td>30</td>
    <td>30</td>
  </tr>
  <tr>
    <td>7 pts</td>
    <td>12</td>
    <td>33</td>
    <td>35</td>
  </tr>
  <tr>
    <td>9 pts</td>
    <td>13</td>
    <td>37</td>
    <td>40</td>
  </tr>
  <tr>
    <td>10 pts</td>
    <td>14</td>
    <td>40</td>
    <td>45</td>
  </tr>
</table>
 
<h3>Modifiers</h3>
<p>The effectiveness of Extra Speed can be influenced by various factors:</p>
 
<ul>
  <li><strong>Coordination:</strong> The creature must coordinate its movements to fully utilize its enhanced speed.</li>
  <li><strong>Endurance:</strong> Sustained use of extra speed may require greater stamina and can lead to fatigue.</li>
  <li><strong>Environment:</strong> Certain environments may limit the effectiveness of extra speed, such as difficult terrain or confined spaces.</li>
</ul>
 
<h3>Cost of Failure</h3>
<p>If the creature fails to properly manage its extra speed, it may suffer penalties such as reduced control over its movements or increased risk of accidents. In combat, this can result in missed attacks or leaving oneself vulnerable to counterattacks.</p>
 
<h3>Associated Traits</h3>
<p>Extra Speed is often associated with specific traits or species known for their swiftness, such as certain predators, mythological beings, or fantasy creatures known for their agility and speed.</p>
 
<br>'''Source(s):''' The Bygone Bestiary p. 113<br>
<br>'''Source(s):''' The Bygone Bestiary p. 113<br>
</tab>
</tab>
<tab name=" Feast of Nettles">
<tab name=" Feast of Nettles">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Feast of Nettles</h2>
<br>•• Average: 100 lbs (close to 50 kgs).
 
<br>••• Good: 250 lbs (a little over 100 kgs).
<p>As an agent of Divine (or Infernal) will, you can absorb and redirect the energies that manifest around magickal weaveries. The Scourge (known in later days as Paradox; see <i>The Sorcerers Crusade</i>, pages 231-237, or <i>Mage: The Ascension</i>, pages 176-179) is a strange fruit to you, and with this mystical ability, you can swallow it even as it swirls into being. Naturally, the Scourge tastes bitter and sharp — this favor isn't called "the Feast of Nettles" for nothing! — but there is a certain refreshing tang to it. And the magi in your presence are so grateful for your help...</p>
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
 
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>In story terms, you see the Scourge as a dark, flickering cloud — much like a bush of thorns lit by fireflies. As magi employ their Arts, this cloud swells. Although it usually remains invisible to your compatriots, you can smell and see it plainly. To take it into yourself, open your mouth and inhale until your lungs come close to bursting, close your mouth upon the "nettles," swallow, then sleep it off. Eating God's own anger takes a great deal out of you. After a Feast, you must either rest for a day or two, or stagger around in a daze until you fall over.</p>
<br>•••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<h3>Cost</h3>
<p>2-6 points</p>
 
<h3>Effects</h3>
<p>In game terms, you cancel out several points of Scourge before they manifest as a backlash. No roll is necessary — simply concentrate for two to four turns, inhale, and swallow. However, a beast that takes in more Scourge than his rating allows will burst like a Daedalean's balloon-ship! Such a shock kills your character instantly, scattering his innards like falling leaves.</p>
 
<p>The amount of Scourge you can absorb depends on the cost of the Trait:</p>
 
<ul>
  <li><strong>2 points:</strong> Three points of Scourge per week</li>
  <li><strong>3 points:</strong> Five points of Scourge per week</li>
  <li><strong>4 points:</strong> Ten points of Scourge per week</li>
  <li><strong>5 points:</strong> Fifteen points of Scourge per week</li>
  <li><strong>6 points:</strong> Twenty points of Scourge per week</li>
</ul>
 
<p>Exceeding this amount by so much as a single Scourge point is fatal, so keep track of what you eat! Ingesting part of a larger backlash requires a Wits + Awareness roll (difficulty 8). A failed or botched roll results in overfeeding, with all the mess that entails.</p>
 
<br>'''Source(s):''' The Bygone Bestiary p. 114<br>
<br>'''Source(s):''' The Bygone Bestiary p. 114<br>
</tab>
</tab>
<tab name="Flexible">
<tab name=" Ferocity">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Ferocity</h2>
<br>•• Average: 100 lbs (close to 50 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>Ferocity grants you an uncanny fury that can be turned to your advantage in combat. This primal rage enhances your ability to perform extra actions, shrug off injuries, or deal more damage to your enemies. Characters with Ferocity seethe with fury, always on the brink of a meltdown that could injure companions, enemies, and innocents alike.</p>
<br>'''Source(s):''' The Bygone Bestiary p. 114<br>
 
<h3>Cost</h3>
<p>2 points per point of Rage</p>
 
<h3>Effects</h3>
<p>For every two points invested in this Advantage, your character receives one point of Rage. By spending a point of Rage, you may:</p>
<ul>
  <li>Add one automatic health level to a successful hand-to-hand non-magical attack (e.g., a bite, a slash).</li>
  <li>Perform one additional action without using your lowest dice pool.</li>
  <li>Ignore wound penalties for one turn.</li>
  <li>Penetrate two points of an opponent’s armor with a single hand-to-hand attack.</li>
</ul>
<p>Under normal circumstances, it takes at least one day of rest to recover spent points of Rage. Certain situations can rouse that fury again and restore one point of Rage, depending on the nature of your character and their channel to such primordial wrath. For instance, a nature-guardian might regain a point of Rage when infuriated by destructive trespassers in her domain, while an embodiment of vengeance might regain Rage upon witnessing an act that demands violent retribution.</p>
 
<p>The downside of this Advantage is that you're always angry, which includes having an irritable temper and an unnerving edge to your personality. Additionally, you have the Trait: Berserker / Stress Atavism for free, making you often one bad moment away from a violent meltdown.</p>
 
<br>'''Source(s):''' M20 Gods and Monsters p. 205<br>
<tab name="Flexibility">
<h2>Flexibility</h2>
 
<p>You may be a snake, or another creature capable of bending, squishing, or twisting yourself around. This flexibility allows you to perform maneuvers that might otherwise be impossible, like twisting yourself into a pretzel, reaching through a window to unhook a lock, or squeezing through a space too small for someone to squeeze through otherwise.</p>
 
<h3>Cost</h3>
<p>2 points</p>
 
<h3>Effects</h3>
<p>This Advantage adds two dice to any Athletics roll where such Flexibility would benefit you (escaping ropes, grappling an opponent, and so forth). You may also tuck yourself into spaces that a creature of your size would not usually be able to squeeze into, and might (depending on the situation) be able to slither between bars, coil around branches, and so forth.</p>
<br>'''Source(s):''' M20 Gods & Monsters Version pg. 206
</tab>
</tab>
<tab name="Hazardous Breath (Bygone)">
<tab name="Hazardous Breath">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Hazardous Breath</h2>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<br>'''Source(s):''' The Bygone Bestiary p. 114<br>
<p>With a gust of breath, a ripple of quills, or some other minor exertion, you can hurt and perhaps kill your prey at a distance. This Advantage allows a character to fire off some nasty surprises. The attack itself isn’t based upon the Trait — it can take whatever form you desire. For instance, demon-bound servitors can spit flames, while woodland elementals could spray clouds of thorns or poison gas.</p>
 
<h3>Cost</h3>
<p>Variable</p>
 
<h3>Effects</h3>
<p>For every five points spent on this Advantage, you inflict one health level of lethal damage with your attack on a successful roll of Dexterity + Brawl (difficulty 7). For seven points per level, that damage can be caustic (acid, Greek fire, toxic gas), dealing out an additional level of damage per turn until it’s washed off, scraped away, or otherwise neutralized. For double the cost (either 10 points for most attacks or 14 points for caustic ones), it can be aggravated.</p>
<br>
<p>Any target that can soak the appropriate type of attack can try to soak your “breath weapon.” You can employ this attack once per scene for every point of Stamina your character possesses. An attack that affects several targets at once (like a cone of flames or a toxic storm) hits one additional target for every success above the first — two targets at two successes, four targets at four successes, and so forth. The range of those attacks depends upon the nature of that assault; a “pinpointed” lightning strike generally reaches further than a localized cloud of gas.</p>
<br>
<p>For details about toxins, electricity, fire, and other assaults, see “Environmental Hazards” in Mage 20, pp. 435-444.</p>
<br>'''Source(s):''' M20 Gods & Monsters Version pg. 206
</tab>
</tab>
<tab name="Healing Lick">
<tab name="Healing Lick">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Healing Lick</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>•••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>As penance cleanses the wounds of the soul, the tongue of certain hounds heals wounds to the body. You have the gift of healing, whether by tongue (as the hound), breath (as the panther), or some other means. This power allows you to heal wounds by using a special method unique to your nature.</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<br>'''Source(s):''' The Bygone Bestiary p. 114<br>
<h3>Cost</h3>
<p>3 or 6 points</p>
 
<h3>Effects</h3>
<p>For three points, you may restore one Health Level per turn to either yourself or to another creature. For six points, you may heal one Health Level of an aggravated wound per turn. This Advantage heals only wounds and burns, not poison, broken bones, damaged organs, or other traumas.</p>
 
<ul>
  <li><strong>3 Points:</strong> Heal one Health Level of normal damage per turn.</li>
  <li><strong>6 Points:</strong> Heal one Health Level of aggravated damage per turn.</li>
</ul>
 
<h3>Modifiers</h3>
<p>The effectiveness of the healing lick can be influenced by various factors:</p>
 
<ul>
  <li><strong>Creature's Health:</strong> If the creature is injured or fatigued, the healing process may be slower or less effective.</li>
  <li><strong>Environment:</strong> Healing may be more challenging in harsh environments or under adverse conditions.</li>
  <li><strong>Magical Interference:</strong> Certain magical effects or curses may resist the healing properties of the lick, requiring additional effort to overcome.</li>
</ul>
 
<h3>Cost of Failure</h3>
<p>If the creature fails to properly heal a wound, the injury may become worse or become infected. In critical situations, this failure could be life-threatening.</p>
 
<h3>Associated Traits</h3>
<p>The healing lick is often associated with creatures known for their nurturing and protective nature, such as certain mythical beasts, magical animals, or spirit guardians.</p>
<br>'''Source(s):''' M20 Gods and Monsters, pg. 206<br>
</tab>
</tab>
<tab name="Hibernation (Bygone power)">
<tab name="Hibernation">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Hibernation</h2>
<br>•• Average: 100 lbs (close to 50 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>Toads may sleep in mud for centuries and awaken as though only a morning had passed. Bears take to their caves for the winter and consume no food therein. Like these somnolent beasts, you can go to sleep, needing no food or water until you awaken. During this period, you can conserve energy and survive in adverse conditions by entering a state of deep sleep or dormancy.</p>
 
<h3>Cost</h3>
<p>2 points</p>
 
<h3>Effects</h3>
<p>This power allows you to enter a voluntary state of hibernation. While hibernating, you do not require food or water and can appear dead to others. Only magical means can detect signs of life during this period.</p>
 
<ul>
  <li><strong>Energy Conservation:</strong> The creature's metabolic rate slows down, allowing it to survive without sustenance.</li>
  <li><strong>Survival:</strong> The creature can endure long periods of inactivity, making it an effective strategy for surviving harsh environmental conditions.</li>
  <li><strong>Deceptive Appearance:</strong> The creature may appear dead to others, providing a form of camouflage or protection from predators.</li>
</ul>
 
<h3>Modifiers</h3>
<p>The effectiveness and duration of hibernation can be influenced by various factors:</p>
 
<ul>
  <li><strong>Environment:</strong> The creature's ability to hibernate may depend on the availability of a safe and suitable location.</li>
  <li><strong>Health:</strong> If the creature is injured or sick, hibernation may be less effective or take longer to initiate.</li>
  <li><strong>Interruptions:</strong> Disturbances or threats may prematurely end the hibernation state, requiring the creature to wake up and respond.</li>
</ul>
 
<h3>Cost of Failure</h3>
<p>If the creature fails to enter or maintain a proper state of hibernation, it may suffer from exhaustion, malnutrition, or exposure to environmental dangers. Additionally, incomplete hibernation may result in insufficient energy conservation, jeopardizing the creature's survival.</p>
 
<h3>Associated Traits</h3>
<p>Hibernation is often associated with creatures known for their ability to endure long periods of inactivity, such as bears, toads, and other animals that can enter a dormant state to survive through unfavorable conditions.</p>
 
<h3>Notes</h3>
<p>You need only buy this Advantage if your hibernation is completely voluntary. Automatic or mandatory hibernation falls under the Flaw: Compulsion.</p>
 
<br>'''Source(s):''' The Bygone Bestiary p. 114<br>
<br>'''Source(s):''' The Bygone Bestiary p. 114<br>
</tab>
</tab>
<tab name="Human Guise">
<tab name="Human Guise">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Human Guise</h2>
<br>•• Average: 100 lbs (close to 50 kgs).
 
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
<p>You have a human form you can wear when required. This guise allows you to blend in with human society to varying degrees of success, depending on the version of the Advantage you possess.</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<h3>Cost</h3>
<p>2 or 4 points</p>
 
<h3>Effects</h3>
<p>
<strong>2 points:</strong> You present a few tells that hint at your true nature. These could be semi-visible gills, cat eyes, or hints of reptile scales. This version comes with one dot in Appearance. Your tells can be covered up with makeup or the right type of clothing, but it’s fairly clear that you are not quite what you appear to be.<br><br>
<strong>4 points:</strong> You have a completely normal human guise with no obvious tells. Powers and abilities that can uncover a being’s true form are the only way to discern that you are something other than a mild-mannered reporter (or whatever).
</p>
 
<br>'''Source(s):'''Gods and Monsters p. 206<br>
</tab>
<tab name=" Homing Instinct">
<h2>Homing Instinct</h2>
 
<p>You know where you’re going even if you don’t consciously think about it. An inner GPS (which, if you’re a cyborg or robot, may be an actual GPS) guides you toward your destination. This Advantage won’t cover the distance for you — you still need to do that part yourself. Despite confusing circumstances and tangled paths, however, you’ll eventually make it home.</p>
<p>This Special Advantage directs you to the destination of your choice. As with the fast-travel ability in video games, this must be a destination you’ve bonded with before that trip — a place or person you can sense across the intervening time and space.</p>
 
<h3>Cost</h3>
<p>2 or 4 points</p>
 
<h3>Effects</h3>
<p>For two points, you can home in on that location from anywhere in the mortal side of Earth; for four points, you can home in on it from anywhere. When faced with obstacles and obstructions, you may need to make a Perception + Awareness roll in order to get your bearings toward your destination. The difficulty of that roll depends on the circumstances involved:</p>
<ul>
  <li><strong>Difficulty 6:</strong> Normal circumstances.</li>
  <li><strong>Difficulty 7:</strong> Harsh weather or terrain.</li>
  <li><strong>Difficulty 8:</strong> Major obstacles or an erased trail.</li>
  <li><strong>Difficulty 9:</strong> Vast distances (500 miles or more) or paranormal obstructions or delays.</li>
  <li><strong>+1 Difficulty:</strong> Each month of separation from that target.</li>
</ul>
<p>Your instinct allows you to keep track of a moving goal even if you’re moving, too. If you lose the path, you’ll need to concentrate on finding it again (possibly while using Meditation, Esoterica, Area Knowledge, or some other Ability suited to your character). At some time soon, however, you’ll be on your way again. Distance can slow you down, but your heart (or technology) knows its way home.</p>
 
<br>'''Source(s):'''Gods and Monsters p. 206<br>
<br>'''Source(s):'''Gods and Monsters p. 206<br>
</tab>
</tab>
<tab name=" Human Speech">
<tab name=" Human Speech">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Human Speech</h2>
<br>• Poor: Lift/Carry 40 lbs (about 20 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>Simply put, you can speak in human languages even if “your kind” can’t normally do so. Whether through magic or physical mutation, you have the ability to form human words that most folks can understand. This talent allows you to communicate effectively in human languages, enhancing your interactions with humans and other beings that use these languages.</p>
<br>'''Source(s):''' The Bygone Bestiary p. 114<br>
 
<h3>Cost</h3>
<p>1 point</p>
 
<h3>Effects</h3>
<p>This Advantage gives you the talent to speak, not the knowledge to speak fluent languages. You still need to know the language in question. This means you can form human words and communicate in any human language you are familiar with. The ability to speak human languages can be useful in various social and diplomatic situations, allowing you to bridge communication gaps between different species and cultures.</p>
<br>'''Source(s):'''Gods and Monsters p. 207<br>
</tab>
</tab>
<tab name="Immunity (Bygone)">
<tab name=" Immunity">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Immunity</h2>
 
<p>As the cock withstands the searing poison of the basilisk, you can ignore the effect of some dangerous (or at least unpleasant) thing. Some Immunities are part and parcel of a beast's nature; others, like Mithradites' immunity to poison, accrue over a long period of conditioning. Immunities vary in price, depending on their lethality and their frequency, much as Vulnerabilities do. You must buy each Immunity separately, although the Storyteller may allow a number of similar Immunities (basilisks, snakes, toadstools, iocaine powder) to be packaged as one more common Immunity (poisons).</p>
 
<h3>Cost</h3>
<p>2/5/10/15 points</p>
 
<h3>Effects</h3>
<p>This power allows the creature to ignore the effects of certain dangerous or unpleasant things. The specific immunity can be to minor nuisances, major threats, terminal threats, or even death, depending on the points spent.</p>
 
<ul>
  <li><strong>2 Points:</strong> A minor nuisance (poison oak, common cold), or a very rare threat (basilisks).</li>
  <li><strong>5 Points:</strong> A major threat (disease, hunger), or a moderately rare threat (poisons, extreme heat or cold).</li>
  <li><strong>10 Points:</strong> A terminal threat (fire, drowning), or a common threat (fire, metals).</li>
  <li><strong>15 Points:</strong> Death. You're essentially immortal, but can be hurt or even crippled. The Storyteller may decide that one thing (or combination of things) can still kill you, though he may or may not tell you what that thing is.</li>
</ul>
 
<h3>Modifiers</h3>
<p>The effectiveness and breadth of an immunity can be influenced by various factors:</p>
 
<ul>
  <li><strong>Conditioning:</strong> Some immunities may require long periods of conditioning to develop fully.</li>
  <li><strong>Scope:</strong> Immunities can be broad (covering various poisons) or narrow (specific to one type of poison).</li>
  <li><strong>Storyteller Discretion:</strong> The Storyteller may allow certain similar immunities to be combined into a broader immunity package.</li>
</ul>
 
<h3>Cost of Failure</h3>
<p>If the creature fails to gain immunity or maintain it, it will suffer from the effects of the dangerous substance or condition. The severity of the consequences depends on the type of threat they are exposed to, ranging from minor irritations to potentially fatal outcomes.</p>
 
<h3>Associated Traits</h3>
<p>Immunity is often associated with creatures that have adapted to withstand certain dangers or have been conditioned over time to resist specific threats. Examples include animals immune to certain toxins or creatures that have developed resistance to environmental extremes.</p>
 
<h3>Notes</h3>
<p>Each Immunity must be purchased separately, although similar Immunities may be grouped at the Storyteller's discretion. The costs and effects are reflective of the lethality and frequency of the threat being guarded against.</p>


<br>•• Average: 100 lbs (close to 50 kgs).
<br>••••• Good: 250 lbs (a little over 100 kgs).
<br>•••••••••• Exceptional: 400 lbs (close to 200 kgs).
<br>••••••••••••••• Outstanding: 650 lbs (nearly 300 kgs)
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<br>'''Source(s):''' The Bygone Bestiary p. 114<br>
</tab>
<tab name=" Information Font">
<br>'''Strength:''' Your character's raw and brute power.
<br>••• Good: 250 lbs (a little over 100 kgs).
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<br>'''Source(s):''' The Bygone Bestiary p. 115<br>
<br>'''Source(s):''' The Bygone Bestiary p. 115<br>
</tab>
</tab>
<tab name="Intangibility">
<tab name=" Information Fount">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Information Fount</h2>
<br>•••••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>•••••••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>You know the weirdest things! Thanks to a strange connection to the Collective Unconscious (or maybe just a great mind for trivia), you manage to make deductions, observations, and connections that puzzle other, lesser minds. This traditional talent of oracles and familiar spirits grants you insight into things you probably shouldn’t know but manage to wrap your head around anyway. Now, if only other people could just understand what the hell you’re talking about...</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<br>'''Source(s):''' The Bygone Bestiary p. 115<br>
<h3>Cost</h3>
<p>5 points</p>
 
<h3>Effects</h3>
<p>This Advantage allows you to make astute (if not necessarily accurate) observations about things if you successfully roll Awareness + a related Ability. The Ability in question should be related to the situation you’re trying to understand: Martial Arts to note a detail about an opponent’s fighting style, Etiquette to recognize your host’s taste in silverware, Streetwise to spot a Hell’s Angel in disguise, and so forth. This information, however, comes across in poetic and often fractured observations; like the classic rock fanatic who declares out of nowhere that Chris Squire is famous for playing “a Rick with a pick,” your proclamations might not be understood or appreciated by anybody else.</p>
 
<p>From a roleplaying standpoint, this Advantage gives the player/Storyteller plenty of opportunities for fun, especially if other characters (and players) have no idea what the bloody hell your character is going on about. Game-wise, another player might need to roll Perception or Intelligence + Enigmas in order to make sense out of the tidbits offered up by the Information Fount. It’s more fun, of course, to just roleplay everything out. Oracles and familiars, after all, have rich traditions of saying things that wind up mangled in translation.</p>
<br>'''Source(s):'''Gods and Monsters p. 207<br>
</tab>
</tab>
<tab name=" Lack of Scent">
<tab name=" Lack of Scent">
<br>'''Strength:''' Your character's raw and brute power.
<br>'''Description:''' Your character's raw and brute power.
<br>••• Good: 250 lbs (a little over 100 kgs).
<br>••• Good: 250 lbs (a little over 100 kgs).
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<br>'''Source(s):''' The Bygone Bestiary p. 115<br>
<br>'''Source(s):''' The Bygone Bestiary p. 115<br>
</tab>
<tab name=" Intangiblity">
<h2>Intangibility</h2>
<p>Like a certain madly grinning cat, you can fade from sight (8 pts.) and perhaps become totally incorporeal (10 pts.). Certain ghostly creatures might use this Advantage to become corporeal instead, attaining physical substance from a normally intangible form. Unlike Stepping Sideways, this shift doesn’t bring the character into the Penumbra – it just changes their relationship with the physical world. The Cheshire Cat, for example, didn’t run off to join the werewolves; he just… disappeared.</p>
<h3>Cost</h3>
<p>8 or 10 points</p>
<h3>Effects</h3>
<p>Intangibility grants the following abilities based on the points invested:</p>
<ul>
  <li><strong>8 points:</strong> The character becomes invisible. An invisible character still exists in a physical form and can be heard, smelled, tackled, and so forth if someone manages to spot them. Rank 1 magickal perceptions can sense the invisible character if the player makes a successful Perception + Alertness roll at difficulty 9. Other forms of paranormal senses (e.g., vampiric Auspex) can do the same thing with the same sort of roll.</li>
  <li><strong>10 points:</strong> The character becomes totally incorporeal. While intangible, the character remains immune to most normal sorts of physical harm. Bullets, wind, fire, and so forth pass right through them. Magickal spells, True Faith, and other sorts of paranormal attacks, however, affect them in the usual ways. While in this state, the character cannot attack anyone else, except through magick or other paranormal powers; even then, an attacking character immediately becomes visible again.</li>
</ul>
<p>To shift from one state to another, the player spends one point of Willpower. No roll is necessary, and the shift takes place on the following turn. During that transition, the character assumes a phantasmal half-visibility which is hard to see (Perception + Awareness, difficulty 8) if they haven’t been spotted already, but remains vulnerable to physical attacks until they become fully incorporeal. For two points of Willpower, the character can change states immediately. It takes another point of Willpower to return to the character’s normal state; if they run out of Willpower before they can do so, the character gets stuck that way until they recover enough Willpower to shift to a different state.</p>
<br>'''Source(s):'''Gods and Monsters p. 207<br>
</tab>
</tab>
<tab name="Mesmerism">
<tab name="Mesmerism">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Mesmerism</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>•••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>With a frightening glare or bewitching enticement, you can freeze prey (3 points) or draw it to you in a mild trance (6 points). The specifics depend on the creature in question, but only one method works for you. For instance, you could be a siren with fascinating secrets that you sing about to draw trespassers to their doom, or a ghost-dog whose predatory gaze locks her target in place while the hunter ends the chase. However, if you are a singer of charming songs, your gaze is merely pretty, not especially hypnotic.</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<br>'''Source(s):''' The Bygone Bestiary p. 116<br>
<h3>Cost</h3>
<p>3 or 6 points</p>
 
<h3>Effects</h3>
<p>This Advantage requires the right sort of contact with your prey (a gaze, a song, a touch, and so forth) followed by a roll of Charisma + Intimidation. If your mesmerism depends on enticement, then Seduction could work in place of Intimidation. The difficulty is 6, and you need to collect at least one success for each point of your prey’s current (not permanent) Willpower. So long as your prey doesn’t object to your influence, this could employ an extended roll. If they resist you, the roll would be extended and resisted instead. A botch on your part negates the mesmerism, and because they’re wise to you now, you cannot attempt to mesmerize this character again.</p>
 
<p>A successfully mesmerized character feels frozen or enchanted, even if they suffer violence, for at least three turns. After that, they can try to break free using a Willpower roll. The difficulty for that roll begins at 8 and then drops one level lower until the character escapes that predatory influence. By that time, of course, the hypnotic critter may already have begun to feast.</p>
 
<p>Because it is, by nature, a predatory power, this Advantage might stray over the boundaries of certain players. Either way, this influence is decidedly non-consensual, and a frightening thing for the prey on its receiving end.</p>
<br>'''Source(s):'''Gods and Monsters p. 207-208<br>
</tab>
</tab>
<tab name="Musical Influence">
<tab name="Musical Influence">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Musical Influence</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>You are a veritable Pied Piper of Hamlin, capable of leading those around you into temptation or wherever else you’re looking to take them. This Advantage confers the power to motivate, suppress, heighten, or demoralize the emotions of those who hear your music. You could be a wolf howling to terrify his prey, or a faun channeling the ecstatic powers of Pan. You call the tune, and your audience is inspired to dance to it as you will.</p>
<br>'''Source(s):''' The Bygone Bestiary p. 116<br>
 
<h3>Cost</h3>
<p>6 points</p>
 
<h3>Effects</h3>
<p>To use this power, the player rolls an appropriate Social Attribute + an appropriate Ability. The Traits involved depend on what form the music takes and what the character hopes to inspire with it. For example:</p>
<ul>
  <li>A carnal tune might employ Charisma + Seduction.</li>
  <li>Beating the war-drums might combine Manipulation + Leadership or Intimidation.</li>
  <li>Unusual combinations, like a song blending Appearance with Torture, could provide an unsettling soundtrack for atrocities.</li>
</ul>
 
<p>The difficulty of this roll is the target’s Willpower. Additional successes allow you to influence larger groups of people. Although that influence lasts only as long as you keep playing (or singing, or whatever), its emotional effects can linger for quite a while afterwards. If your audience realizes you’re playing them, they can shrug off the effects of your charm. However, even when people have decided they don’t care for a given song or singer, they often find themselves haunted by those feelings long after the music ends.</p>
 
<p>Unlike Mesmerism, this power confers influence but not command. Like Mesmerism, however, this power messes with people’s minds and emotions. Keep that sort of impact in mind when using this Advantage in your game.</p>
<br>'''Source(s):'''Gods and Monsters p. 208<br>
</tab>
<tab name=" Musk">
<h2>Musk</h2>
 
<p>This Advantage allows you to deploy a rancid stench upon command. This musk can be a natural odor, tear gas, the smell of fetid trash, or any other sensory repugnance you prefer. Thankfully, you can turn this odor off when you want to. When you deploy it, though, the stench is impressive.</p>
 
<h3>Cost</h3>
<p>3 points</p>
 
<h3>Effects</h3>
<p>The stench affects characters within the area, causing them to add +2 to the difficulties of all their rolls (including Arete rolls) until they manage to escape the area. Characters with keener senses of smell (e.g., most animals, werebeasts, vampires with enhanced senses, people with the Merit: Acute Senses) add +4 to their difficulties instead.</p>
 
<p>A Stamina roll may overcome this penalty (difficulty 7 for most people, difficulty 9 for those with a sharper sense of smell). Even then, those affected feel seriously ill.</p>
 
<p>Like a skunk, you can spray other characters with the stench. This requires a Dexterity + Athletics roll (difficulty 7 for targets within roughly 10 feet or 3 meters, +1 difficulty for every 10 feet beyond that). Each success showers one target with musk; until they can wash it off, the stench follows them, inflicting the usual penalties and making them extremely unpopular. Characters without a sense of smell are not affected, though the stench might produce a gross film of residue. The smell lasts for a day or so before wearing off, and although its worst effects are within 10 feet or so of their point of origin, the pungent vapors make life unpleasant in a much larger area.</p>
 
<br>'''Source(s):''' M20 Gods and Monsters p. 208<br>
</tab>
</tab>
<tab name=" Mystick Shield">
<tab name=" Mystick Shield">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Mystic Shield</h2>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<br>'''Source(s):''' The Bygone Bestiary p. 116<br>
<p>Certain entities possess an extraordinary resistance to magic of all kinds. This resistance might stem from innate anatomical properties, paranormal stability, an aura of protection cast by a greater force, Technocratic Primium, or simply a deep-rooted power older and more potent than human whims. For whatever reason, spells seem to slide past, bounce off, fade in effect, or simply disappear when directed at you.</p>
 
<h3>Cost</h3>
<p>2 points per dot</p>
 
<h3>Effects</h3>
<p>For every two points spent on this Advantage, you gain one die of countermagick. When used against other forms of magic (such as vampiric Disciplines, Garou Gifts, or changeling cantrips), this Advantage increases the difficulty for other characters to use such powers against you by +1 per two points spent. This Advantage maxes out at five dice (10 points).</p>
 
<p>However, this protection is not effortless or constant. To use it, you must declare that your character is actively shielding themselves from the spell, effectively using a dodge maneuver to avoid the spell's effects. If caught unaware, asleep, or otherwise unable to avoid the enchantment, you are as vulnerable to magic as anyone else.</p>
<br>'''Source(s):'''Gods and Monsters p. 208<br>
</tab>
</tab>
<tab name="Needle Teeth">
<tab name="Needleteeth">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Needleteeth</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>Thanks to strong, sharp teeth and powerful jaws, you can bite through up to three levels of armor when chowing down on prey. This Advantage enhances biting attacks only, and leaves gaping, bloody wounds behind.</p>
 
<h3>Cost</h3>
<p>3 points</p>
 
<h3>Effects</h3>
<p>With this advantage, your biting attacks can penetrate up to three levels of armor, inflicting severe and bloody wounds. This enhancement is solely for biting attacks.</p>
<br>'''Source(s):'''Gods and Monsters p. 209<br>
<br>'''Source(s):'''Gods and Monsters p. 209<br>
</tab>
</tab>
<tab name="Nightsight">
<tab name="Nightsight">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Nightsight</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>You can see where other folks remain blind. As long as a little bit of light remains, you can see normally. Even in total darkness, a roll of Perception + Alertness (difficulty 8) reveals vague outlines of your surroundings. Certain atmospheric conditions (smoke, mist, dust storms, and so forth) may interfere with your perceptions, depending on the Storyteller’s discretion.</p>
<br>'''Source(s):''' The Bygone Bestiary p. 116<br>
 
<p>Despite the name of this Advantage, your “sight” might involve echolocation, sensitive whiskers, tactile perceptions, and other keen senses. However, these senses might not function at a distance and could be obstructed under certain circumstances, such as tangled undergrowth, conflicting vibrations, having your whiskers plucked, and other hindering situations.</p>
 
<h3>Cost</h3>
<p>3 points</p>
 
<h3>Effects</h3>
<p>Nightsight allows you to see in conditions where there is very little light, providing a significant advantage in darkness. The specific benefits are:</p>
<ul>
  <li>Normal vision in low-light conditions.</li>
  <li>In total darkness, a successful Perception + Alertness roll (difficulty 8) reveals vague outlines.</li>
  <li>Enhanced senses may compensate for the lack of sight but could be hindered by environmental factors.</li>
</ul>
<br>'''Source(s):'''Gods and Monsters p. 208<br>
 
</tab>
<tab name="Omega Status">
<h2>Omega Status</h2>
 
<p>There’s power in being the one nobody pays attention to. Disregarded by all but the most astute observers, you slink through the shadows of your pack or warren, apparently inconsequential but, in truth, more watchful and conniving than anyone gives you credit for being. Oh, you’re the lowest of the low as far as your fellow creatures are concerned. As certain humans learned long ago, however, slaves, outcasts, and servants make the finest spies.</p>
 
<h3>Cost</h3>
<p>4 points</p>
 
<h3>Effects</h3>
<p>Unlike the Omega Flaw, this Advantage does not penalize your Social rolls. Instead, it lowers the difficulty of certain rolls – Scrounging, Stealth, Streetwise, and Subterfuge – by -2 when you perform those tasks within the group that despises you. Obviously, this group must be a significant part of your life. There’s no point in purchasing this Advantage if you’re not hanging with the pack. In large social hierarchies, though (such as a Technocratic Construct, a large Tradition Chantry, a network of cultists, a Nephandic Labyrinth, and so forth), the ability to skulk around under everyone else’s noses can be a useful talent for a character with quiet ambitions and vengeful plans.</p>
 
<br>'''Source(s):''' M20 Gods and Monster p. 209<br>
</tab>
<tab name="Paradox Nullification">
<h2>Paradox Nullification</h2>
 
<p>A metaphysical gift allows you to consume the energies of Paradox. Although this “feast of nettles” is far from pleasant, you may be willing to endure it on behalf of a valued friend or ally… for a price, of course! Story-wise, these prickly clouds of energy resemble briars or fog lit by fireflies and strobed with strange lightning. The smell and taste of such energies depend upon their Resonance, but consuming them tends to be rather… bracing would be a nice way to put it. Oh, the things you do for these so-called “Awakened ones!”</p>
 
<h3>Cost</h3>
<p>2-6 points</p>
 
<h3>Effects</h3>
<p>Game-wise, a character with this Advantage can open his mouth and swallow certain amounts of Paradox. These amounts correspond to the ratings of the Familiar/Companion Background (Mage 20, p. 316), and reflect familiars with lesser or greater abilities. In order to devour Paradox energies, the familiar must be within arm’s reach of his mage — a necessity that explains a lot about the closeness between mages and their familiars.</p>
<br>
<p><strong>2 points:</strong> One point of Paradox per month (one-dot Familiar).<br>
<strong>3 points:</strong> One point of Paradox every two weeks (two-dot Familiar).<br>
<strong>4 points:</strong> One point of Paradox per week (three-dot Familiar).<br>
<strong>5 points:</strong> Two points of Paradox per week (four-dot Familiar).<br>
<strong>6 points:</strong> One point of Paradox per day (five-dot Familiar).</p>
 
<br>'''Source(s):''' M20 Gods and Monster p. 208<br>
</tab>
<tab name="Quills Status">
<h2>Quills</h2>
 
<p>Like a porcupine or hedgehog, you possess sharp, spiny quills. Anyone unfortunate enough to rub you the wrong way, as the saying goes, winds up getting hurt. With a muscular flex or two, you might also be able to fire these quills into some poor opponent’s face. And should you happen to grapple that opponent instead, your foe will be having a very bad day.</p>
 
<h3>Cost</h3>
<p>2 or 4 points</p>
 
<h3>Effects</h3>
<p><strong>2 points:</strong> The two-point version of this Advantage bestows a collection of quills on the character’s skin. A high-tech character might possess cybernetic needles or hidden spines instead. Once activated, those quills puncture skin, often lodging in the target until they can be removed (while inflicting additional damage). A character who strikes or lands against that set of activated quills suffers an “attack” from the spines, rolling one die for each dot in their Strength and then taking the result as lethal damage. If they take three health levels or more after trying to soak that damage, the quills lodge in their skin and must be removed; until they are, the character cannot recover that damage because the quills keep ripping the wounds open, scraping muscles and organs, seeping infection into the wounds, and so on. Removing the quills demands at least one turn for each health level of damage taken. The process inflicts an additional, unsoakable health level of damage, although the character can recover once the quills have been removed. If the spiny character assaults another person with their quills, the attack inflicts their Strength + 1 in lethal damage. The usual rules about lodged quills still apply. That attack demands a Dexterity + Brawl roll, difficulty 6, and counts as a hand-to-hand maneuver. If that maneuver is combined with a successful grapple attempt, martial arts, dirty fighting, or some other refinement, then the quills add one automatic health level of damage on top of the usual damage for that attack.</p>
 
<p><strong>4 points:</strong> The spiny character can shoot their quills at distant enemies, too. This attack employs a Dexterity + Athletics roll, difficulty 7, and fires the quills up to roughly 30 feet (10 meters) or so. Shields and other barriers automatically deflect the quills, however, that layer of protection soon winds up featuring an impressive display of spines. Your character can launch one quill-enhanced attack for each point of Stamina they have; after that, the quills are depleted, and must be regrown, restocked, or what-have-you. As an optional rule, the Storyteller might allow these spines to inflict aggravated damage instead, for double the usual cost.</p>
 
 
<br>'''Source(s):''' M20 Gods and Monster p. 209-210<br>
</tab>
</tab>
<tab name="Rapid Healing">
<tab name="Rapid Healing">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Rapid Healing</h2>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>Wounds don’t sideline you for long. Although you lack the startling regenerative powers of werecreatures, your body heals at an amazing rate. This Advantage accelerates the usual recovery rate for injuries. Characters with this ability remain hardy and healthy despite the battering they endure.</p>
<br>'''Source(s):''' The Bygone Bestiary p. 116<br>
 
<h3>Cost</h3>
<p>Variable (Every two points spent on this Trait moves you one category higher on the Healing Damage charts)</p>
 
<h3>Effects</h3>
<p>This Advantage accelerates the usual recovery rate for injuries. The specific benefits are as follows:</p><br>
<p><strong>2 points:</strong> Moves you one category higher on the Healing Damage charts. For example, healing from Mauled by bashing damage in one hour instead of six hours.<br>
<strong>4 points:</strong> Heals injuries almost immediately for bashing damage.<br>
<strong>6-8 points:</strong> Helps recover more quickly from lethal and aggravated damage, allowing the character to shrug off most forms of harm.</p>
 
</tab>
</tab>
<tab name="Razorskin">
<tab name="Razorskin">
<br>'''Strength:''' Your character's raw and brute power.
<br>'''Description:''' Your character's raw and brute power.
<br>••• Good: 250 lbs (a little over 100 kgs).
<br>••• Good: 250 lbs (a little over 100 kgs).
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<br>'''Source(s):'''Gods and Monsters p. 210<br>
<br>'''Source(s):'''Gods and Monsters p. 210<br>
</tab>
</tab>
<tab name=" Read And Write">
<tab name=" Read And Write">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Read and Write</h2>
<br>• Poor: Lift/Carry 40 lbs (about 20 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>Although you’re an animal, an alien, or some other non-human entity, you’re fully capable of reading and writing in whatever human languages you know. If you don’t know a given language, then you’ll need to learn it (via the Language Merit) before you can read or write in it. Given your physical form, you might have certain difficulties with holding a pen, opening a book, or typing on a laptop. Assuming you’re able to access the method of reading or writing, you can comprehend its contents as well as any human could.</p>
 
<h3>Cost</h3>
<p>1 point</p>
 
<h3>Effects</h3>
<p>This advantage allows non-human entities to read and write in human languages they know, provided they can physically manage the act of reading or writing.</p>
 
<br>'''Source(s):'''Gods and Monsters p. 210<br>
<br>'''Source(s):'''Gods and Monsters p. 210<br>
</tab>
</tab>
<tab name="Regrowth">
<tab name="Regrowth">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Regrowth</h2>
<br>•• Average: 100 lbs (close to 50 kgs).
 
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
<p>The lizard regrows his tail and the hydra regrows her heads. Your powers lie somewhere in this range. For two points, you can regrow a tail, tentacle, horn, or similar secondary protrusion. For four points, you can count on severed limbs or gouged eyes being restored. For six points, you must be burned to ash, dissolved in acid, or given deadly poison to "stay dead."</p>
<br>•••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<h3>Cost</h3>
<p>2/4/6 points</p>
 
<h3>Effects</h3>
<p>This power allows you to regrow lost body parts, from minor protrusions to major limbs and even vital organs, depending on the level of investment. The process is not instant and requires time proportional to the severity of the injury.</p>
 
<ul>
  <li><strong>Minor Protrusions (2 points):</strong> Regrow tails, tentacles, horns, or similar parts. This process takes at least one day.</li>
  <li><strong>Major Limbs (4 points):</strong> Regrow severed limbs or gouged eyes. This process takes at least three days.</li>
  <li><strong>Vital Organs (6 points):</strong> Regrow vital organs such as the heart or brain. This process takes at least a week.</li>
</ul>
 
<h3>Modifiers</h3>
<p>The effectiveness and duration of regrowth can be influenced by various factors:</p>
 
<ul>
  <li><strong>Healing Lick:</strong> This Advantage can speed normal healing and stop the pain of your injuries but will not help regrow severed parts.</li>
  <li><strong>Cauterization:</strong> Fire or acid can cauterize a stump, preventing you from healing the lost piece(s) at all.</li>
</ul>
 
<h3>Cost of Failure</h3>
<p>If you fail to maintain the regrowth process, you may suffer from incomplete regeneration, resulting in non-functional or malformed body parts. Additionally, the effort to regrow a part without success can lead to significant exhaustion and potential vulnerability.</p>
 
<h3>Associated Traits</h3>
<p>Regrowth is often associated with creatures known for their remarkable regenerative abilities, such as lizards and mythical hydras. These creatures use their power to recover from injuries that would be fatal to most beings, reflecting their resilience and adaptability.</p>
 
<h3>Notes</h3>
<p>This power requires time and a safe environment to be effective. Attempting to regrow body parts in dangerous or unstable conditions can lead to failure and further injury.</p>
 
<br>'''Source(s):''' The Bygone Bestiary p. 116<br>
<br>'''Source(s):''' The Bygone Bestiary p. 116<br>
<h2>Razorskin</h2>
<p>Like a shark, a thorny devil, or some other creature with sharp defenses, you have skin that shreds anything that touches you. When something tries to grab you, your assailant regrets that decision immediately. This natural defense mechanism makes you a dangerous opponent in close combat.</p>
<h3>Cost</h3>
<p>3 points</p>
<h3>Effects</h3>
<p>If you get hit by another creature using Brawl or unarmed Martial Arts (that is, someone who brings their bare skin into contact with your own), then that character suffers an attack of their own Strength + 1 in lethal damage. This damage occurs automatically upon contact.</p>
<p>Unless you can shapeshift or otherwise cover or transform your skin, this Advantage is always active. Those wishing to be intimate with you will have to be either incredibly careful or particularly resilient.</p>
</tab>
</tab>
<tab name="Shapechanger">
<tab name="Shapechanger">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Shapechanger</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>••••• Exceptional: 400 lbs (close to 200 kgs).
<p>Certain creatures may change their forms in radically different ways. With this Advantage, your character shares that gift. Though you’re not one of the legendary Changing Breeds, your physical body is less established than those of other beings. This miraculous talent is possessed by witches, spirit-animals, totem-blessed people, certain Bygones, and especially wise beasts. This inheritance violates “normal” physics and biology yet conforms to older laws of poetic reality.</p>
<br>•••••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<h3>Cost</h3>
<br>'''Source(s):''' The Bygone Bestiary p. 117<br>
<p>3, 5, or 8 points</p>
 
<h3>Effects</h3>
<p>This Trait allows your character to assume different forms. All the natural abilities of a non-magical form (wings, speech, swimming, sharp teeth, etc.) become your character’s own capabilities. However, special abilities (fiery breath, spirit-walking, etc.) must be purchased as Advantages. The same rule applies to abilities that are not natural to the new body: a man who wishes to become a talking pig must purchase the ability to form human speech with the pig’s anatomy.</p>
 
<p>In most cases, your Attributes and Abilities remain unchanged unless those physical characteristics are incompatible with your new form (e.g., a mouse with a Strength of 5). No other object shares your ability to change, so you must discard clothing, armor, weapons, and so forth every time you transform. Such transformations typically demand one turn, although extreme shifts in size and mass might take a turn or two longer.</p>
 
<p>An innate shapechanger retains their mind and personality when they change forms. The things they know in one body carry over into other physical shapes. Characters who can sense auras or perceive paranormal effects might notice the shapechanger’s true nature with a Perception + Awareness roll, difficulty 7. The shapechanger’s scent remains more-or-less consistent through their various incarnations; they might be a wolf who smells like a woman, or a woman who smells like a wolf, or a being whose smell doesn’t seem quite “natural” to the body they “wear” at the time.</p>
 
<p>The number of forms you can attain depends upon the points spent on this Advantage:</p>
<p><strong>3 points:</strong> One alternate form (e.g., hawk, lynx, woman, shark).<br>
<strong>5 points:</strong> Any form within a limited range (e.g., cats, humans, birds, equines).<br>
<strong>8 points:</strong> You can assume any form, although you must purchase Advantages to cover things like venom, armor, radical changes in size and Attributes, and so forth.</p>
'''Source(s):''' M20 Gods and Monsters pg. 210-211
</tab>
</tab>
<tab name="Shared Knowledge">
<tab name="Shared Knowledge">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Shared Knowledge</h2>
<br>••••• Exceptional: 400 lbs (close to 200 kgs).
 
<br>••••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>Magi and their familiars often share an intense empathic link; you feel what she feels and even know, in a way, what she knows. Through the same channel, she feels your emotions and shares your knowledge. This is a tremendous feeling when relations are good, although suspicion, secrecy, and mistrust can poison this bond even more thoroughly than usual.</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<h3>Cost</h3>
<p>5/7 points</p>
 
<h3>Effects</h3>
<p>This power allows you to see through each other's eyes and access each other's thoughts, sharing hunches, gut feelings, and instincts. It is not telepathy in the strictest sense but a mystic bond that facilitates the exchange of understanding between you and your familiar.</p>
 
<ul>
  <li><strong>Shared Knowledge:</strong> At five points, either of you can utilize any Knowledge that the other possesses, so long as you're both in the same room (or within 50 feet or so outdoors). This is intuitive understanding, not formal instruction, so the Ability fades when the channel is closed or broken. You must both make a conscious decision to commune and share wisdom. For especially complex understandings (like dragon politics or Talmudic commentary), you might both have to make a Wits + Intuition roll (difficulty = Knowledge rating + 3).</li>
  <li><strong>Shared Vision:</strong> For seven points, you also gain the ability to literally see through the other's eyes.</li>
</ul>
 
<h3>Modifiers</h3>
<p>The effectiveness and duration of Shared Knowledge can be influenced by various factors:</p>
 
<ul>
  <li><strong>Distance:</strong> Both abilities function up to a distance equal to your Willpower in hundreds of yards. Using this power over longer distances can be exceedingly disconcerting.</li>
  <li><strong>Emotional State:</strong> The bond is more effective when relations are good; suspicion, secrecy, and mistrust can weaken or disrupt the connection.</li>
</ul>
 
<h3>Cost of Failure</h3>
<p>If the bond is poisoned by negative emotions or the connection is disrupted, you may lose access to the shared Knowledge and insights, and the emotional turmoil can cause distress or confusion.</p>
 
<h3>Associated Traits</h3>
<p>Shared Knowledge is often associated with magi and their familiars, reflecting an intense bond that goes beyond mere sensation sharing. This power is linked to deep understanding and mutual trust, often found in relationships where the participants are closely aligned in purpose and spirit.</p>
 
<h3>Notes</h3>
<p>This power requires both parties to make a conscious decision to share Knowledge and wisdom. It is a voluntary and mutual process, emphasizing the importance of cooperation and trust in maintaining the bond.</p>
 
<br>'''Source(s):''' The Bygone Bestiary p. 117<br>
<br>'''Source(s):''' The Bygone Bestiary p. 117<br>
</tab>
</tab>
<tab name="Size (Bygone Power)">
<tab name="Size">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Size</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>Man occupies the center of creation, not merely theologically but physiologically. Beasts, fishes, and birds all range from the incomparably vast (elephant, whale, roc) to the minute (shrew, minnow, bee), with humanity right in the middle. If your size is roughly human (wolf, great ape, leopard), then you need not purchase this Advantage, although you might consider either the Merit: Huge or the Flaw: Short to reflect your personal size.</p>
<br>•••••••• Exceptional: 400 lbs (close to 200 kgs).
 
<br>•••••••••• Outstanding: 650 lbs (nearly 300 kgs)
<h3>Cost</h3>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>3/5/8/10 points</p>
 
<h3>Effects</h3>
<p>If you're considerably larger or smaller than a human, the following Advantage levels apply:</p>
 
<ul>
  <li><strong>3 points:</strong> A bit larger (lion, pony, condor) or smaller (mastiff, cheetah, eagle) than human.</li>
  <li><strong>5 points:</strong> A lot larger (horse, boa, crocodile, bear) or smaller (cat, pike, falcon) than human.</li>
  <li><strong>8 points:</strong> Considerably larger (gryphon, great shark, buffalo) or smaller (pigeon, mouse, carp) than human.</li>
  <li><strong>10 points:</strong> Immensely larger (elephant, roc, whale) or smaller (spider, hummingbird, minnow) than human.</li>
</ul>
 
<p>Each size level adds (or subtracts) one Health Level to the amount of damage you can withstand, and gives (or takes) one additional point of either Strength or Stamina. If you have two levels of increased size, subtract one from your opponents' difficulty to spot you (and to hit you); add one to those difficulties for each level of reduced size. At three levels, subtract or add two from those difficulties; at four levels, subtract or add three.</p>
 
<h3>Modifiers</h3>
<p>The effectiveness and implications of size can be influenced by various factors:</p>
 
<ul>
  <li><strong>Environment:</strong> The physical advantages of increased size are at least somewhat negated by the inconvenience of maneuvering in cramped quarters (like buildings, city streets, shipboard or forests), just as the disadvantages of being small are redressed by the ease with which tiny creatures can slip through cracks and spy on unwary prey.</li>
</ul>
 
<h3>Cost of Failure</h3>
<p>If the creature fails to appropriately utilize its size, it may face difficulties in survival or combat. The disadvantages of being either too large or too small in certain environments can pose significant threats to the creature’s well-being and effectiveness.</p>
 
<h3>Associated Traits</h3>
<p>Size is often associated with the creature's overall capabilities and physical attributes. Larger creatures tend to have more strength and durability, while smaller creatures may benefit from stealth and agility.</p>
 
<h3>Notes</h3>
<p>When considering the Size Advantage, it’s important to take into account the creature’s typical environment and lifestyle to maximize the benefits and mitigate the drawbacks associated with its size.</p>
 
<br>'''Source(s):''' The Bygone Bestiary p. 117<br>
<br>'''Source(s):''' The Bygone Bestiary p. 117<br>
</tab>
</tab>
<tab name="Soak Agg">
<tab name="Spirit Travel">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Spirit Travel</h2>
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>Like a mage with Spirit-Sphere Arts, you can step across the Gauntlet and travel into certain Otherworlds. Unlike mages, you don’t suffer the effects of the Avatar Storm, but you may be bound to only one or two of the Umbral layers. In all cases, you must have some consistent method of passing through: stepping into mirrors, diving through reflective pools, jumping through fire, vanishing in a puff of brimstone, and so forth.</p>
 
<p>Because this gift comes from an affinity for certain energies and essences, your character’s nature influences the sorts of Realms you travel into when you cross the borders. An angel will gravitate toward the heavenly reaches of the Astral World, while a sinister kitten could step into the Underworld. Very few creatures can walk freely into all of the Three Worlds, and so the Storyteller may decide that certain layers or Realms are off limits to your kind.</p>
 
<h3>Cost</h3>
<p>8, 10, or 15 points</p>
 
<h3>Effects</h3>
<p>This Advantage gives you five dice to roll against the local Gauntlet rating. The speed of your crossing can be found below. Each crossing costs one point of Willpower and extends only to the character in question unless a mage uses some sort of magick to “ride” your character beyond the Gauntlet.</p>
 
<p>Basic Spirit Travel lets you enter one Umbral layer: The Middle Umbra, the Astral Umbra, or the Dead Umbra. For 10 points, you can travel into two of those layers, and 15 points allows you to reach all three.</p>
 
<p><strong>Successes and Crossing Time:</strong></p>
<ul>
  <li><strong>Botch:</strong> Failure, lose Willpower point or else get stuck.</li>
  <li><strong>None:</strong> Failure; try again.</li>
  <li><strong>One:</strong> Three turns to pass through.</li>
  <li><strong>Two:</strong> Takes two turns.</li>
  <li><strong>Three or four:</strong> Takes one turn.</li>
  <li><strong>Five or more:</strong> Instant crossing.</li>
</ul>
<br>'''Source(s):'''Gods and Monsters p. 211<br>
<br>'''Source(s):'''Gods and Monsters p. 211<br>
</tab>
</tab>
<tab name="Spirit Travel">
<tab name="Spirit Vision:">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Spirit Vision</h2>
<br>•••••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>•••••••••• Exceptional: 400 lbs (close to 200 kgs).
<p>Spirit Vision allows you to perceive the local spirit world, nearby spirits, and the overall “feel” of that realm beyond the mortal world. Despite its name, this power might involve other senses; perhaps you smell the rotting presence of a Bane spirit, or hear the crackle of hellish flames and the wails of damned souls when a demon lingers on the other side of the Gauntlet. This perception may be shaped, in turn, by the Vidare described in Mage 20, pp. 82 and 91; if you revel in the natural world, for example, you’ll be more attuned to the lively sensations of the Vidare Spiritus than you would be if, instead, you viewed the world through the dark prism of the Vidare Mortem.</p>
<br>••••••••••••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<h3>Cost</h3>
<br>'''Source(s):''' The Bygone Bestiary p. 119<br>
<p>3 points</p>
 
<h3>Effects</h3>
<p>In game terms, your Spirit Sight lets you sense the Penumbra in your immediate surroundings. Most times, this vision overlaps your perceptions of the material world, which can get confusing and occasionally alarming if you stray, perhaps, into an area with a hostile spiritual landscape (a battlefield, a haunted house, a Nephandic Node, and so forth). By taking a moment or two to focus on one realm or the other, you can concentrate on either the material world or the Penumbra without being distracted by the other side. Most often, however, you seem flighty and distracted, occasionally talking to people who, as far as most folks are concerned, aren’t really there. The entities on the other side of the Gauntlet, meanwhile, can usually tell if you perceive them… and they might not be happy about being so exposed.</p>
<br>'''Source(s):'''Gods and Monsters p. 211<br>
</tab>
</tab>
<tab name="Spirit Vision">
<tab name="Soak Lethal Damage">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Soak Lethal Damage</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>Thanks to a hardy frame, thick skin, great size, elemental materials, or some other physiological gift, you can soak lethal damage as if it were bashing damage. This innate resilience allows you to endure attacks that would grievously harm others.</p>
<br>'''Source(s):''' The Bygone Bestiary p. 119<br>
 
<h3>Cost</h3>
<p>3 points</p>
 
<h3>Effects</h3>
<p>With this advantage, you can soak lethal damage using the same rules as soaking bashing damage. This provides significant protection against physical attacks that cause lethal harm, making you much tougher in combat situations.</p>
 
<br>'''Source(s):'''Gods and Monsters p. 211<br>
</tab>
</tab>
<tab name="Telekinesis">
<tab name="Soak Aggravated Damage">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Soak Aggravated Damage</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>This ability allows a character to soak both lethal and aggravated damage, providing them with a formidable defense against a wide range of attacks. This advantage is particularly beneficial for characters who face opponents capable of inflicting aggravated damage, which is typically more severe and harder to recover from.</p>
<br>•••••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>••••••••••• Outstanding: 650 lbs (nearly 300 kgs)
<h3>Cost</h3>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>5 points</p>
<br>'''Source(s):'''Gods and Monsters p. 212<br>
 
</tab>
<h3>Effects</h3>
<tab name="Telepathy (Bygone power)">
<p>With this advantage, your character can soak aggravated damage in addition to lethal damage. This significantly enhances their survivability against powerful attacks. The character can use their natural soak dice to reduce the damage taken from such attacks, making them much harder to injure or kill.</p>
<br>'''Strength:''' Your character's raw and brute power.
 
<br>•• Average: 100 lbs (close to 50 kgs).
<br>'''Source(s):'''Gods and Monsters p. 211<br>
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
<br>•••••• Outstanding: 650 lbs (nearly 300 kgs)
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<br>'''Source(s):'''Gods and Monsters p. 212<br>
</tab>
</tab>
<tab name="Tunneling">
<tab name="Tunneling">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Tunneling</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>You have the ability to create a tunnel in the ground. This can be done by eating the dirt like a worm or burrowing it out of your way like a badger, marmot, or rabbit. Regardless of the method, you move through the earth at half your walking speed. You can either create a tunnel or just push the earth out of your way.</p>
<br>'''Source(s):''' The Bygone Bestiary p. 120<br>
 
<h3>Cost</h3>
<p>3 points</p>
 
<h3>Effects</h3>
<p>If you create a tunnel, it is the same size as your body. For example, if you’re a magical rabbit, you create tunnels the size of a regular rabbit. If you’re a giant, 10-foot tall rabbit, you create large bunny warrens. This tunneling ability allows you to move through the ground, making pathways or simply displacing the earth as you go.</p>
<br>'''Source(s):'''Gods and Monsters p. 213<br>
</tab>
</tab>
<tab name="Unaging (Bygone)">
<tab name="Unaging">
<br>'''Strength:''' Your character's raw and brute power.
 
<br>•• Average: 100 lbs (close to 50 kgs).
<h2>Unaging</h2>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<br>'''Source(s):''' The Bygone Bestiary p. 120<br>
<p>You don’t age. Perhaps you’ve found a way to restore your telomeres, or perhaps you are just mystically reinforced against the rigors of time. Regardless of how, you don’t age. This Advantage is useful for telling stories across the ages and would make an interesting bridge between stories told during the era of the Sorcerer’s Crusade and modern nights.</p>
 
<h3>Cost</h3>
<p>5 points</p>
 
<h3>Effects</h3>
<p>Unaging grants you the ability to remain biologically the same age indefinitely. This can be a significant narrative tool, allowing your character to span across different historical periods without succumbing to the physical effects of aging.</p>
<br>'''Source(s):'''Gods and Monsters p. 213<br>
</tab>
</tab>
<tab name="Universal Translator">
<tab name="Universal Translator">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Universal Translator</h2>
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>Thanks to sophisticated technology or godlike knowledge, you can understand and communicate in any language you encounter. This ability allows you to decipher and convey messages across a wide range of languages, both human and otherwise.</p>
 
<h3>Cost</h3>
<p>5 points</p>
 
<h3>Effects</h3>
<p>If you’ve never encountered a particular form of communication before, you’ll need to make an Intelligence + Empathy roll to puzzle it out. The difficulty for this roll is generally 6 but could go as high as 9 if you’re trying to sort out an especially arcane language, such as the waving fronds of a plant-spirit or the shifting colors of an alien species’ body hair. The specific benefits are as follows:</p><br>
<p><strong>Perception:</strong> To translate a language, you must first be able to perceive it as a language. Telepathic communications or subtle symbolic codes are beyond your understanding unless you’re able to recognize them for what they are.<br>
<strong>Literal Understanding:</strong> Your understanding tends to be literal unless you’ve had enough contact with your subjects to recognize their slang, sarcasm, cultural references, and so forth.</p>
 
<br>'''Source(s):''' Gods and Monsters p. 213<br>
<br>'''Source(s):''' Gods and Monsters p. 213<br>
</tab>
</tab>
<tab name="Venom (Bygone)">
<tab name="Venom/Poison">
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<h2>Venom/Poison</h2>
<br>'''Source(s):''' The Bygone Bestiary p. 120<br>
 
<p>A sting from an insect or a swipe from a platypus spur can really ruin someone’s day. Like those creatures, you possess an innate venom or poisonous touch – a weapon whose effects may well be worse than the injury that injected that assault. Your venomous power comes attached to a particular attack: claws, teeth, a stinger, barbs, needles, and so forth. In order to deliver your agonizing payload, you need to penetrate your target’s defenses with that attack and then inflict at least one health level of lethal damage after your target tries to soak it. Assuming you manage to break his skin and inject the toxin, the damage from this Advantage takes hold.</p>
 
<h3>Cost</h3>
<p>Variable</p>
 
<h3>Effects</h3>
<p>In game terms, your Venom/Poison inflicts two aggravated-damage attacks from the Toxins chart in Mage 20, p. 442. For every three points in this Advantage, your toxin inflicts one health level’s worth of injury. Essentially, those three points purchase one level of Toxin Rating, as per that chart. The first level strikes during the turn that follows the attack; the second level strikes three turns later.</p>
<p>For five points per level (instead of three), your poison may be delivered through skin contact rather than injury. In this case, anyone who touches your bare skin with their bare skin suffers the effects. Sadly, you cannot turn this attack off; it poisons people whether you want it to or not. In such cases, hoodies, gloves, and long pants are your friends.</p>
<p>As an optional rule, the Storyteller might allow you to deploy a psychotropic drug (Mage 20, pp. 443-444) instead of a damaging toxin. In this case, the drug inflicts the effects of a drug of your choice for one turn for every point spent on this Advantage; six points, therefore, would let you intoxicate someone for six turns.</p>
<p>Toxins may be treated, resisted, or healed through the methods detailed in the section about “Drugs, Poisons, and Disease” (Mage 20, pp. 441-444).</p>
<p>Venom is an attack inflicted upon a victim by a poisonous species, while poison is a toxin that’s absorbed, ingested, or inhaled by the victim. One could be considered active, the other could be considered passive. The difference isn’t important in terms of this Advantage, but mages (especially Technocratic ones) can get pedantic about such things.</p>
<br>'''Source(s):'''Gods and Monsters p. 213<br>
</tab>
</tab>
<tab name="Wall-Crawling">
<tab name="Wall-Crawling">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Wall-Crawling</h2>
<br>•••• Exceptional: 400 lbs (close to 200 kgs).
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>Thanks to biology, mutation, or a device, you can cling to and climb across sheer surfaces as quickly and easily as you can walk. This talent works without a roll or activation, although you might need to make a Dexterity + Athletics roll in order to hang on under extreme circumstances: icy walls, strong winds, driving rain, and similar situations.</p>
<br>'''Source(s):''' The Bygone Bestiary p. 120<br>
 
<h3>Cost</h3>
<p>4 points</p>
 
<h3>Effects</h3>
<p>You can move along vertical or inverted surfaces as effortlessly as you walk on flat ground. While no special roll is needed under normal conditions, certain extreme situations may require a Dexterity + Athletics roll to maintain your grip and balance. Examples of such conditions include:</p>
<ul>
  <li>Icy or slick walls</li>
  <li>Strong winds</li>
  <li>Driving rain</li>
  <li>Other similarly challenging environments</li>
</ul>
<br>'''Source(s):'''Gods and Monsters p. 213<br>
</tab>
</tab>
<tab name="Water-Breathing">
<tab name="Water-Breathing">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Water Breathing</h2>
<br>•• Average: 100 lbs (close to 50 kgs).
 
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>Born or adapted to an aquatic environment, you may breathe as easily under water – for two points – as you breathe air above it. For five points instead of two, you don’t need to breathe at all. If you cannot normally breathe on dry land, then you might purchase this Advantage in order to live as the proverbial fish out of water. Either way, there’s not much point in buying this Trait if you don’t plan to spend lots of time going from one environment to the other.</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<br>'''Source(s):''' The Bygone Bestiary p. 120<br>
<h3>Cost</h3>
<p>2 or 5 points</p>
 
<h3>Effects</h3>
<p><strong>2 points:</strong> You can breathe underwater as easily as you breathe air above water.<br>
<strong>5 points:</strong> You do not need to breathe at all, allowing you to survive in environments where breathing is impossible.</p>
<br>'''Source(s):'''Gods and Monsters p. 214<br>
</tab>
<tab name="Webbing">
<h2>Webbing</h2>
 
<p>Like a certain do-gooding wall-crawler (or certain less-benevolent predatory arachnids), you can spin webs that connect surfaces and entrap enemies. Your webbing may be synthetic or natural; regardless of its composition, your webs are sticky, persistent, and strong.</p>
 
<h3>Cost</h3>
<p>5 points</p>
 
<h3>Effects</h3>
<p>Standard webbing has six soak dice and can take at least three health levels’ worth of damage before it breaks. A victim trapped in your web must roll three successes or more on a Strength roll (difficulty 8) to pull free. At the Storyteller’s discretion, a stronger, thicker, or more intricate web might require five successes or more for escape.</p>
 
<p>To employ webbing, the player rolls Dexterity + Athletics. A web-spinning character can purchase an Athletics specialty called Webspinning to hone their expertise. The chart below reflects the difficulty of various feats:</p>
<ul>
  <li><strong>Difficulty 5:</strong> Travel up, down, or across distances on your web.</li>
  <li><strong>Difficulty 6:</strong> Craft large webs.</li>
  <li><strong>Difficulty 7:</strong> Snare foes.</li>
  <li><strong>Difficulty 8:</strong> Grab objects at a distance or block entrances.</li>
</ul>
<br>'''Source(s):'''Gods and Monsters p. 214<br>
</tab>
<tab name="Wings">
<h2>Wings</h2>
 
<p>Put simply, you can fly. For three points, you may fly up to the normal human jogging speed (13 yards per turn); for five, you can cover 20 yards per turn. Despite the name of this Advantage, your character does not necessarily have physical wings — they could levitate, hover, or simply take to the skies under their own power.</p>
 
<h3>Cost</h3>
<p>3 or 5 points</p>
 
<h3>Effects</h3>
<p><strong>3 points:</strong> You can fly up to the normal human jogging speed (13 yards per turn).<br>
<strong>5 points:</strong> You can fly up to 20 yards per turn.</p>
<p>For more details about flight, see Mage 20’s Flying Talent (p. 293) and its Movement Rates chart (p. 401).</p>
<br>'''Source(s):'''Gods and Monsters p. 214<br>
</tab>
<tab name="Telepathy">
<h2>Telepathy</h2>
 
<p>You might not be able to speak with your mouth, but you can speak with your mind. This Advantage allows characters to hold conversations through mental communication, transcending physical and language barriers. The recipient of the telepathy must be able to comprehend the conversation, although certain phrases or empathic bursts may transcend a language barrier.</p>
 
<h3>Cost</h3>
<p>2, 4, or 6 points</p>
 
<h3>Effects</h3>
<p>The specific benefits of Telepathy are as follows:</p>
<ul>
  <li><strong>2 points:</strong> You can silently converse with one other character within an unobstructed range of sight.</li>
  <li><strong>4 points:</strong> You can silently converse with one other character for each point of Willpower you possess, even if they are not within sight.</li>
  <li><strong>6 points:</strong> You can transcend obstacles and talk to characters you already know and have bonded with, even when you cannot see each other, across distances of roughly a mile or so.</li>
</ul>
<p>Characters may use this Advantage through psychic or spiritual communion for organic and spirit-beings, or through advanced communication devices for tech-oriented characters. Outside parties cannot hear the telepathic communication unless they employ a suitable method (psychic power, the Mind Sphere, radio transmissions, etc.) and spend a point of Willpower to tap into it. Communication devices used for telepathy are not accessible or employable by the average listener.</p>
 
<br>'''Source(s):'''Gods and Monsters p. 212<br>
</tab>
</tab>
<tab name="Webbing (Bygone)">
<tab name="Telekensis">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Telekinesis</h2>
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
 
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<p>With the power of your mind, antigravity hypertech, mystic energy, or similar means, you can lift and manipulate objects from a distance without physically touching them. The strength of your telekinesis depends on the points invested in this ability.</p>
<br>'''Source(s):''' The Bygone Bestiary p. 120<br>
 
<h3>Cost</h3>
<p>3, 5, 8, or 12 points</p>
 
<h3>Effects</h3>
<p>Using telekinesis requires a successful Willpower roll, with the difficulty determined by the weight and accessibility of the target and the desired effect. The specifics are as follows:</p>
 
<ul>
  <li>Difficulty 6: Moving up to 10 lbs.</li>
  <li>Difficulty 7: Moving up to 20 lbs.</li>
  <li>Difficulty 8: Moving up to 50 lbs.</li>
  <li>Difficulty 9: Moving up to 100 lbs.</li>
</ul>
 
<p>Additional modifiers for manipulation:</p>
<ul>
  <li>+1: Basic manipulation (flipping a lever, opening a container)</li>
  <li>+2: Fine manipulation (pushing buttons, starting a car)</li>
  <li>+3: Precise manipulation (typing accurately, driving a car)</li>
</ul>
 
<p>Attempting to lift objects over 100 lbs. requires one Willpower point spent for each additional 25 lbs. You must be able to see your target to influence it, and the cost of the Trait determines the maximum weight you can lift:</p>
 
<p><strong>3 points:</strong> Maximum 10 lbs.<br>
<strong>5 points:</strong> Maximum 50 lbs.<br>
<strong>8 points:</strong> Maximum 100 lbs.<br>
<strong>12 points:</strong> No maximum.</p>
 
<p>To resist your telekinetic grip, a character needs to break your hold as described under the Grapple entry. In such situations, your Perception becomes your effective Strength. If your target leaves your field of vision, your telekinetic hold ends immediately.</p>
 
<br>'''Source(s):'''Gods and Monsters p. 212<br>
</tab>
</tab>
<tab name="Wings (Bygone)">
<tab name="Tides of Fortune">
<br>'''Strength:''' Your character's raw and brute power.
<h2>Tides of Fortune</h2>
<br>••• Good: 250 lbs (a little over 100 kgs).
 
<br>••••• Outstanding: 650 lbs (nearly 300 kgs)
<p>Invoking the fickle currents of fortune, you can employ a combination of the spirit powers Bad Luck Charm and Good Luck Charm. This ability allows you to manipulate the outcomes of events to either favor or hinder a target of your choice. The effects of this power can significantly alter the course of events, making it a potent tool for those who master it.</p>
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
 
<br>'''Source(s):''' The Bygone Bestiary p. 120<br>
<h3>Cost</h3>
<p>5 points</p>
 
<h3>Effects</h3>
<p>Instead of spending a point of Essence, you must spend a point of Willpower to confer ill or happy fortune upon the target of your whims. This Advantage combines the effects of both the Bad Luck Charm and Good Luck Charm, enabling you to tilt the scales of fate in your favor or against your enemies.</p>
 
<br>'''Source(s):'''Gods and Monsters p. 213<br>
</tab>
</tab>
<tab name="Wyrd">
<tab name="Wyrd">
<br>'''Strength:''' Your character's raw and brute power.
<br>'''Description:''' Your character's raw and brute power.
<br>••••••• Outstanding: 650 lbs (nearly 300 kgs)
<br>••••••• Outstanding: 650 lbs (nearly 300 kgs)
<br>'''Specialties:''' Never Lets Go, Powerful Arms, Reserves of Strength, Vicious, Steely Grip, Lower Body, Lean, Deceptive Strength, Raw Power, Iron Grip, Long Jumping, Vice Grip, Broad Shoulders, Mighty Blows
<br>'''Source(s):'''Changeling the Dreaming v29 p. 32<br>
<br>'''Source(s):'''Changeling the Dreaming v29 p. 32<br>
</tab>
</tab>

Latest revision as of 06:50, 5 August 2024

Powers

Acute Smell

The symphony of odors, the spectacle of sensation, the rich epics told by every passing breeze or warm surface — humans sense these things but dimly. Virtually every land animal and every creeping thing, however, knows and understands the language of smells.

Cost

2-3 points

Effects

Level 1 (2 points): You can smell water on the wind, tell the species of an unseen stalker (or target), recognize a familiar smell, and find hidden food or aromatic treasures (like spices, wine, potions, etc.). This is the level at which deer, horses, and bears smell.
Level 2 (3 points): This level is enjoyed by hounds and wolves. You can track anyone by scent, recognize individuals by smell (both human and animal), tell who (or what) has been in a room or handling an object, smell powerful emotions on creatures whose kind you know (as dogs can smell fear), find hidden water, and predict the weather.

Game Terms

Level 1 (2 points): Earn an additional two dice for Perception rolls involving scent.
Level 2 (3 points): Add three dice to your Perception pool for scent-related rolls. At this level, smell is your dominant sense, and virtually all Perception rolls involving scent benefit from this heightened ability.


Source(s): The Bygone Bestiary p. 111

Alacrity (2-6 pts.)

Description: Damn, you’re fast! Capable of bursts of inhuman speed, you can strike before most people can think.

Mechanics:

  • Each two points spent in this Advantage, up to the maximum six points, allows you to spend a Willpower point and take one extra action within a single turn.
  • A six-point Advantage would let you act four times in a single turn for the cost of one Willpower point.
  • Subsequent Willpower points spent that turn do not add up; six points let you act four times in one turn no matter how many Willpower points you spent that turn.
  • This bonus lasts only one turn per point of Willpower spent that turn.
  • You can burn Willpower to move like the wind for as long as your Willpower lasts.

Advantages Point Cost:

  • 2 points: 1 extra action per turn
  • 4 points: 2 extra actions per turn
  • 6 points: 3 extra actions per turn

Example Use:

  • Allows for rapid, multiple actions in combat or other critical situations.


Source(s):Gods and Monsters p. 201

Armor (Variable Points)

Description: Thanks to thick hide, armored plates, warty skin, or some other form of innate protection, your character gains extra soak dice and can soak lethal damage as well. For double the usual cost (i.e., two freebie points per point of protection), they can soak aggravated damage, too. This armor isn’t invisible; in most cases, it’s pretty obvious. For every three points in protection, the character loses one point of Appearance. (This penalty does not apply to animals or beasts with natural armor — turtles, alligators, dragons, etc.)

Mechanics:

  • 1 pt.: One soak die (thick fur or hide)
  • 2 pts.: Two soak dice (scales, ridges)
  • 3 pts.: Three soak dice (chitin, shell)
  • 4 pts.: Four soak dice (bone plating, dragon hide)
  • 5 pts.: Five soak dice (metal plates, thick hide plus layers of fat and muscle)

Optional Rule: The Storyteller might decide that an aimed blow (typically +3 difficulty, although the specific penalty depends upon the nature of the armor) can bypass the protection.
Source(s): M20 Gods & Monsters Version pg. 202

Aura

Uncanny radiance surrounds you. This aura could manifest in various ways: shimmering with holiness, reeking of death, smoldering with the essence of the Pit, or reflecting an affinity for a particular element. The specifics depend on the nature of the creature and its true essence. For instance:

  • An infernal entity might project an unholy aura with a scent of brimstone and an unnerving chorus of damned souls.
  • An elemental might cause phenomena related to its element, such as a breeze, flickering flames, dampness, or blooming plants.
  • An embodiment of technological principles might radiate cold perfection.

Cost

3 points as an Advantage, or 3 points as a Supernatural Flaw

Effects

As an Advantage, this aura affects the localized environment around the entity:

  • The aura does not inflict damage but can be unnerving to those who fear such entities.
  • Opposed entities (e.g., demons in the presence of an angel) feel compelled to flee unless they spend a Willpower point to remain nearby. If they stay, they suffer a +3 difficulty on all rolls against the aura-bearing character.
  • Neutral characters notice the aura's environmental effects (e.g., withering or flourishing plant life, light or darkness, faint music, or metallic clanging). These effects don't influence system modifiers but indicate the nature of the entity.
  • The character can spend a Willpower point to suppress the Advantage for one scene. In this state, a witness must make a successful Awareness roll (difficulty 7) to discern the character's true nature.

As a Flaw, the aura cannot be suppressed, betraying the character’s nature whether they want it to be obvious or not.


Source(s):Gods and Monsters p. 202

Aww!

Cuteness excuses a multitude of sins. In your case, you’re so adorable that people tend to give you more slack than your activities deserve. This innate charm can make it easier for you to get away with things that others might not.

Cost

1-4 points

Effects

Every point in this Advantage adds one die to the Social rolls you make based upon endearing yourself to someone through your sheer cuteness. This power works in any form, but it grants only half of the usual bonus (rounded up) when you’re in a human guise.


Source(s):Gods and Monsters p. 202

Bare Necessities

Physical shape-changing typically deals only with the body itself. A radical shapeshift — say, from woman to wolf — usually forces the character in question to spend a turn or more either stripping down before changing, or else wiggling out of the discarded clothing and possessions afterward. With this Advantage, however, you can shape-change with your clothing and small possessions intact, and then carry them over with you when you return to your natural form.

Cost

1 or 3 points

Effects

For one point, you can retain your clothing and small items that are worn close to your skin (wallets, watches, knives strapped to your leg, etc.). For three points, you can meld small carried items as well: backpacks, swords, a walking stick, and so forth. The carried items must be small and light enough to be held in one hand; a pistol could be transformed and carried this way, but an AR-15 could not. The transformed items essentially disappear when your character shapeshifts, and they cannot be used or taken away if they were being worn or held at the time of transformation. When you change back to your natural form, however, the items are wherever they were when you shifted shape.

Unless it involves some technological method (like small compartments that open within a robot and stow the items inside that robot’s body), this Advantage is essentially magic. The Storyteller might rule that sophisticated technologies (computers, firearms, cell phones, etc.) transformed by magic might malfunction when the character changes back to her natural form. Although this malfunction check would involve a successful roll of Stamina + Technology, difficulty 7, for non-mages (and a Willpower + Avatar roll with that same difficulty if the Storyteller allows Awakened mage characters to take this Advantage), a character whose paradigm is based on hyperscience instead of natural magic can simply define the Advantage with anime-like technologies.



Source(s):Gods and Monsters p. 202

Bioluminescence

Fireflies, anglerfish, certain forms of mold, and you. Like those luminescent beings, your body — or parts of it — can glow, and you can turn this self-contained light on and off at will. This ability can be used for various purposes, from illuminating your surroundings to blinding opponents in certain situations.

Cost

1-3 points

Effects

Bioluminescence provides different levels of brightness and control depending on the number of points invested:


1 point: The glow is roughly as bright as an average cell phone and cannot be focused or directed.
2 points: The glow is either brighter (like a halogen flashlight) or directable.
3 points: The glow can be both brighter and directable.

The light can come from natural luminescent organs, cybernetic implants, biotech body modifications, magical powers, mutant abilities, or other sources. Generally, this light allows you to illuminate a small area as if you’re holding a hand-held light source. Directable luminescence can be used to blind a character for a turn or so with a successful Dexterity + Perception roll. The difficulty for this application depends on the target’s sensitivity to light, contrast between light and darkness, protective gear, cover, distance, and other factors, ranging from 4 (a point-blank flash) to 10 (blinding a protected opponent at range).

Beyond 15 feet or so, this Advantage illuminates an area but isn’t strong enough to blind someone at range.


Source(s):Gods and Monsters p. 202

Blending

This creature has the ability to alter their appearance to match the dominant attributes of their surroundings, much like a chameleon. This adaptation can be used for stealth or to avoid detection in various environments. The creature can blend in slowly over time or quickly if needed.

Cost

1 point

Effects

The creature can either:

  • Slowly acclimate to their surroundings, requiring at least a scene to blend in.
  • Quickly acclimate through a successful Wits + Survival roll (difficulty 8).

Additionally, creatures with either Quintessence or Gnosis may spend a point to immediately blend into their environment. Successfully blending causes a +2 difficulty to perceive the creature with any natural sense.


Source(s):Gods and Monsters p. 202

Bond-Sharing

Certain legendary creatures, most notably witch-familiars and heart-bonded companions, can share perceptions, thoughts, and even certain abilities with their close friends. This Advantage allows you to exchange such communions, enabling various forms of mystic bonds between close companions. For instance, a horse may "move as one" with its rider, a dolphin might share water-breathing with its land-born lover, or a bear could confer healing powers upon its totem-sister. Such bonds require intense connection and trust.

Cost

4-6 points

Effects

Game-wise, this Advantage creates a "bridge" between partners, allowing them to share a certain ability or range of abilities. The specific benefits are as follows:

  • 4 points: Your companion can use one of your senses or withstand one environment (intense cold, underwater, fire, etc.) that’s native to your character.
  • 5 points: Your companion can go anywhere you can go (including, in an Avatar Storm chronicle, through the Gauntlet without harm) or, by sharing your senses, feel anything you can feel.
  • 6 points: Your companion can do both at the same time.

This "bridge" stretches roughly half a mile but works best when both characters remain in close proximity. At the Storyteller’s discretion, a Stamina roll might be necessary to form a "link" across distances of 300 feet (or 100 meters) or more.

Each partner imparts a bit of their essence with the other one. If one partner suffers, the other partner feels pain even if they’re not bond-sharing at the time. The death of one partner inflicts agony upon the other — a few levels of bashing damage, if nothing else, possibly an incapacitating psychic shock if the partners were especially intimate. Sharing also involves an act of will; both partners must make a conscious decision to "connect" each time they share abilities or perceptions. Such bonding sends a powerful surge of energy between both partners — a communion that the partners may share simply for enjoyment’s sake. Incidentally, neither partner needs to be human; though it’s odd to see such levels of connection between, say, a dog and a gryphon, stranger things have happened.


Source(s): M20 Gods & Monsters Version pg. 203

Cause Insanity

Consciousness is fragile. With this Advantage, a creature can rattle the cage of sanity and provoke temporary fits of madness. Generally possessed by entities of cosmic horror or stunning beauty, this power provokes hallucinations, derails trains of thought, and forces the target to doubt their grasp on reality. Especially among mages, this ability can have fearsome consequences.

Cost

2 points per die

Effects

A target of this Advantage must be within visual sight of the creature who inflicts the madness. The player with this Trait spends one point of Willpower and rolls one die for every two points spent on this Advantage. The target’s Willpower Trait provides the difficulty for that roll. A single success forces the targeted character to assume a Derangement (Mage 20, pp. 649-650) for one day per success rolled. If the target is a mage, three successes or more also force that mage to make a Willpower roll (difficulty is that mage’s current Paradox + 2), or else suffer one level of Quiet, too (Mage 20, pp. 555-556).


Source(s):Gods and Monsters p. 203

Chameleon Coloration/Shadow-Walking

The ability to blend into the surroundings, changing coloration or darkening the pelt to match the background. This power enhances stealth and camouflage, making the creature difficult to detect.

Cost

4/6/8 points

Effects

Shadow-Walking (4 points): The creature can darken its pelt to blend in with shadows, effectively becoming invisible in dimly lit areas.
Chameleon Coloration (6 points): The creature can change hues within the range of a single color (e.g., shades of green, red, or brown), allowing it to blend into similar colored backgrounds.
Advanced Chameleon Coloration (8 points): The creature can change to fit any color background, providing maximum camouflage.

Perception Difficulty

Perceiving a creature using Chameleon Coloration or Shadow-Walking requires a Wits + Alertness roll with a difficulty of 7.


Source(s): The Bygone Bestiary p. 111

Claws, Fangs, or Horns

Unlike frail, soft humans, you possess natural weaponry: slashing talons, gnashing fangs, goring horns, or perhaps a combination of all three. These hardy attacks inflict lethal, sometimes even aggravated, damage in addition to your natural strength and mass. They can’t be removed without ripping or cutting off body parts, and so you’re never really without the ability to hurt someone.

Cost

3, 5, or 7 points

Effects

The number and nature of these natural weapons depend upon the points spent on this Advantage:

  • 3 points: One form of attack (Claws, Fangs, or Horns) that deals lethal damage.
  • 5 points: Two forms of attack (any combination of Claws, Fangs, or Horns) that deal lethal damage.
  • 7 points: All three forms of attack (Claws, Fangs, and Horns) that deal lethal damage.

Each type of attack allows you to use certain combat maneuvers:

  • Bite: Difficulty 5, Damage Strength +1
  • Claw: Difficulty 6, Damage Strength +2
  • Gore: Difficulty 7, Damage Strength +2 (Strength +4 after a charge of 10 yards or more)

For double the usual cost, the damage becomes aggravated. With certain types of characters (cats, demons, etc.), the claws or fangs might be retractable — a minor benefit that does not cost additional points. Other kinds of beasts might have “horns” on the back or tail, claws on wings, rending “teeth” embedded into tentacles, and so forth.


Source(s): M20 Gods & Monsters Version pg. 203-204

Deadly Demise

Certain enemies take you with them when they go. Often associated with zombies, robots, poisonous fungus-folk, and other beings with innate capacities for self-destruction, this advantage inflicts damage on everyone nearby when the character goes to meet its maker. If that character drops below the Incapacitated health level due to lethal or aggravated damage, then the character screams, explodes, or performs some other final strike against its enemies on the following turn, dealing out damage.

Cost

2, 4, or 6 points

Effects

The blast radius for this final strike is roughly 30 feet (nine meters). If the character is some sort of vehicle or is carrying other characters in its body, arms, or other means, then those characters meet a messy demise unless they escape before the blast. The damage dealt depends on the points spent:


2 points: 4 dice of lethal damage.
4 points: 6 dice of lethal damage.
6 points: 8 dice of lethal damage (or 6 dice of aggravated damage).


Source(s): M20 Gods & Monsters Version pg. 204

Soul-Sense / Death-Sense

Animals are closer to the natural processes of the universe, and are often extremely sensitive to spirits and the closeness of death. This Advantage provides you with the ability to sense such spirits. You may be an animal yourself, or perhaps some other being with a sense for the life-forces of those around you. Dogs, cats, psychopomps, and other liminal entities frequently have this Advantage. Some people might be "blessed" with similar abilities, and they often work as palliative-care workers, doulas, midwives, and other folks with deep affinities for life and death.

Cost

2-3 points

Effects

With the two-point version of this Advantage and a successful Perception + Awareness roll, you can sense the vampire in a crowd, the spectre lurking in the graveyard, or perhaps the Pattern Spider about to manifest on the material side of the Gauntlet. You may also be able to sense an impending birth, or the flowering of life within the womb.

With the three-point version of this Advantage, you have the ability to see the auras of those who will soon face and overcome death, or perhaps notice the entropic threads around a person who’s headed to their doom. Such insight can give you enough time to intervene, or it might just be something you note and then move on with your existence. This Advantage, sadly, doesn’t give you any sort of moral compass to go along with it.


Source(s): M20 Gods & Monsters Version pg. 211

Dominance

You have a naturally commanding demeanor, or an elevated place in the social hierarchy of your people or species. This gives you a significant advantage in social situations, allowing you to assert your will more effectively.

Cost

1 point

Effects

Dominance provides the following benefits:

  • Gain three additional dice to any Social interaction within the appropriate groups.
  • Reduce the difficulties for your Intimidation or Leadership rolls by –2.


Source(s):Gods and Monsters p. 204

Earthbond

A bond with your surroundings helps you perceive trouble and respond to potential threats. This connection enhances your awareness of the environment, making it easier to spot dangers and react swiftly.

Cost

2 points

Effects

This Advantage reduces the difficulty of your perception rolls by -2 when trying to spot potential trouble. Your keen senses, whether through natural abilities or enhanced means such as passive sonar or high-tech scanning devices, allow you to detect trespassers and other threats. However, you are still susceptible to being surprised by entities using unusual methods like teleportation or stepping in from the Umbra.


Source(s):Gods and Monsters p. 204br>

Elemental Touch

Wherever you go, an element responds to your presence. Perhaps breeze rises when you flick your hair; maybe you call down lightning with your rage. Whatever the source of this bond might be, you are one with an element, and it responds to your commands. Game-wise, this Advantage grants a limited amount of control over a single element that’s associated with your character. Because this bond works through mystical associations, that element must be natural and “pure”: fire, earth, wood, air, a given metal, and so forth. Modern “para-elementals” can supposedly manipulate plastics, glass, alloys, and other products of elemental technology. The element and bond depend upon the concept of your character and its connection to the world. The degree of control you can exert upon the element depends on the amount of points invested into the Advantage, as shown below. Once the element responds, you don’t maintain much control over what it does afterward. Calling up an inferno to cook your hot dogs, then, might be a very bad idea!

Cost

3, 5, 7, 10, or 15 points

Effects

The degree of control and the feats you can perform with your chosen element depend on the points invested:


3 points: Sense the presence of a large quantity of your chosen element within a half-mile or so. Requires a successful Perception + Awareness roll (difficulty 6-9, depending on the amount of the element and the obstacles between it and you).
5 points: Sense your associated element or affect a nearby quantity of it in small yet possibly significant ways (calling up a breeze, making flames flicker or settle, rippling the surface of water, etc.). Roll as above.
7 points: Alter a small local quantity of your element in minor ways (warping a tree branch, causing a fire to flare or gutter, raising waves on water, etc.). This control demands one point of Willpower and a successful Manipulation + Awareness roll; the roll’s base difficulty starts at 6 but rises higher if you’re trying to alter a large or stubborn amount of that element (cracking frozen earth, soothing a fierce fire, etc.).
10 points: Conjure a small amount (roughly one foot square, five pounds or gallons, a strong gust, etc.) of your element into existence; or affect the behavior of that element to a greater degree than before (calming a bonfire, shaking the earth around you, and so on). Both applications must be within a few feet of where you stand, and you must touch the affected area to conjure the element from nothing. Both applications demand a roll as above and cost one point of Willpower.
15 points: For a cost of two Willpower points and a successful roll as above, you can rouse or alter large amounts of your element (stirring or calming a wildfire, inciting a minor earthquake, twisting a tree into a new shape, etc.). This degree of power can inflict significant damage on your surroundings (broken walls, flaming forests, and the like), and once set in motion, that damage cannot be stopped on your end, though you can try and fix the results afterward with further applications of your elemental powers.


Source(s): M20 Gods & Monsters Version pg. 204-205

Enhancement

Elephants are tougher than humans, apes stronger, cats more agile, dragons more intelligent. If your kind is superior to humanity in any way (or many ways), you will want this Advantage. This power allows a creature to exceed human limitations in various attributes or health, reflecting their exceptional nature.

Cost

Variable (5 points per enhancement)

Effects

For each five points spent, you may buy another dot (above five) for any Attribute, or add one more Health Level (above eight) to your total.

  • Enhanced Strength: Increases the creature's physical power, allowing it to perform feats of strength beyond human capability.
  • Enhanced Dexterity: Increases the creature's agility, enabling it to move with greater speed and precision.
  • Enhanced Stamina: Increases the creature's endurance, allowing it to withstand more physical strain and recover more quickly.
  • Enhanced Intelligence: Increases the creature's cognitive abilities, providing superior problem-solving skills and knowledge.
  • Enhanced Perception: Enhances the creature's sensory abilities, allowing it to detect things more acutely.
  • Enhanced Health: Adds additional Health Levels, making the creature more resilient and harder to kill.


Source(s): The Bygone Bestiary p. 113

Empathic Bond

What others feel, you can feel too. This Advantage allows you to sense or influence the emotional state of another person (or not necessarily a human person) as if you possess the Mind 1 Effect Sense Thoughts & Emotions. This bond can be a two-way street, so you’ve also acquired enough discipline to shield your feelings and surface thoughts.

Despite the shielding, you experience emotions intensely and might keep to yourself to avoid the barrage of other people’s passions. A character with this Advantage almost certainly has the Empathy Talent, which combined with this Advantage can make them feel extremely vulnerable.

Cost

2 points

Effects

This Advantage helps you reach into the emotional state of another person and sense or influence those emotions. It functions similarly to the Mind 1 Effect Sense Thoughts & Emotions. Because the bond can be reciprocal, you’ve learned to shield your feelings and surface thoughts.


Source(s):Gods and Monsters p. 205

Extra Heads

For better and worse, this Advantage grants you a friend that never leaves your side… or your shoulder, for that matter. Having additional heads can provide various benefits in terms of perception and resistance to mental control, as well as offering extra bite attacks during combat.

Cost

2 points per head

Effects

Each additional head provides the following benefits:

  • Perception: Adds two extra dice (per head) for Perception-based rolls.
  • Mental Defense: Increases the difficulty for mind-control attacks against you by +2 per head (maximum difficulty 10).
  • Combat: Each head can make a bite attack if the target is within reach.

However, each head also has its own personality, which might not always get along with the others, potentially leading to internal conflict.


Source(s): M20 Gods & Monsters Version pg. 203

Extra Limbs

Like an octopus or a Hindu deity, you possess more prehensile limbs than an average human or another beast of your kind. For example, you might be a 10-legged octopus or a two-trunked elephant. These additional limbs provide significant advantages in performing various tasks or actions simultaneously.

Cost

2 points per limb

Effects

Each extra limb adds one die to your dice pools when performing multiple actions. You use your highest dice pool, not your lowest, when performing those multiple actions. Additionally, if you use your extra limbs to perform several related activities or to attack multiple targets at once, you may perform one action for every two limbs involved. For example:

  • An animated six-armed Krishna statue could perform three attacks per turn.

This benefit applies only to activities where extra limbs would allow your character to do something that a character with a standard number of limbs could not do. For instance, six legs would not make you run any faster than a person with two legs.

Depending on the type of extra limbs, they might also enable your character to perform specific tasks that would be impossible otherwise. For example:

  • A monkey tail might grab tree limbs and help you swing better than a four-limbed person.
  • A prehensile tongue could grab objects within reach even if your hands and legs are bound.

The specific uses of these limbs depend on the character and the Storyteller's discretion, handled on a case-by-case basis.


Source(s): M20 Gods & Monsters Version pg. 203

Extra Speed

The race is not always to the swift, but it often seems that way. The leopard among beasts, the hawk among birds, and the dolphin among sea creatures can outdistance any of their fellows. This power grants the creature enhanced movement speed, allowing it to move more quickly and react faster than ordinary beings.

Cost

Variable (5 points per enhancement)

Effects

For each five points spent, you may take one additional action per turn without splitting your Dice Pool. When moving, this Advantage allows you to multiply a normal human's speed by 1.5 for each five points spent.

  • Additional Actions: Grants one additional action per turn without the need to split the Dice Pool, providing a significant advantage in combat and other rapid-response situations.
  • Increased Movement Speed: Enhances the creature's movement speed, allowing it to move faster than normal.

Fast-swimming beasts need not purchase this Advantage, but fast-flying beasts should. Check the description of your character's kind elsewhere in The Bygone Bestiary to find the appropriate level at which to purchase this Advantage.

Movement Rates

Below are the movement rates for creatures with Extra Speed, based on the number of points spent:

Points Walk Run Fly
Opts (Human) 7 20 NA
3 pts 9 25 25
5 pts 11 30 30
7 pts 12 33 35
9 pts 13 37 40
10 pts 14 40 45

Modifiers

The effectiveness of Extra Speed can be influenced by various factors:

  • Coordination: The creature must coordinate its movements to fully utilize its enhanced speed.
  • Endurance: Sustained use of extra speed may require greater stamina and can lead to fatigue.
  • Environment: Certain environments may limit the effectiveness of extra speed, such as difficult terrain or confined spaces.

Cost of Failure

If the creature fails to properly manage its extra speed, it may suffer penalties such as reduced control over its movements or increased risk of accidents. In combat, this can result in missed attacks or leaving oneself vulnerable to counterattacks.

Associated Traits

Extra Speed is often associated with specific traits or species known for their swiftness, such as certain predators, mythological beings, or fantasy creatures known for their agility and speed.


Source(s): The Bygone Bestiary p. 113

Feast of Nettles

As an agent of Divine (or Infernal) will, you can absorb and redirect the energies that manifest around magickal weaveries. The Scourge (known in later days as Paradox; see The Sorcerers Crusade, pages 231-237, or Mage: The Ascension, pages 176-179) is a strange fruit to you, and with this mystical ability, you can swallow it even as it swirls into being. Naturally, the Scourge tastes bitter and sharp — this favor isn't called "the Feast of Nettles" for nothing! — but there is a certain refreshing tang to it. And the magi in your presence are so grateful for your help...

In story terms, you see the Scourge as a dark, flickering cloud — much like a bush of thorns lit by fireflies. As magi employ their Arts, this cloud swells. Although it usually remains invisible to your compatriots, you can smell and see it plainly. To take it into yourself, open your mouth and inhale until your lungs come close to bursting, close your mouth upon the "nettles," swallow, then sleep it off. Eating God's own anger takes a great deal out of you. After a Feast, you must either rest for a day or two, or stagger around in a daze until you fall over.

Cost

2-6 points

Effects

In game terms, you cancel out several points of Scourge before they manifest as a backlash. No roll is necessary — simply concentrate for two to four turns, inhale, and swallow. However, a beast that takes in more Scourge than his rating allows will burst like a Daedalean's balloon-ship! Such a shock kills your character instantly, scattering his innards like falling leaves.

The amount of Scourge you can absorb depends on the cost of the Trait:

  • 2 points: Three points of Scourge per week
  • 3 points: Five points of Scourge per week
  • 4 points: Ten points of Scourge per week
  • 5 points: Fifteen points of Scourge per week
  • 6 points: Twenty points of Scourge per week

Exceeding this amount by so much as a single Scourge point is fatal, so keep track of what you eat! Ingesting part of a larger backlash requires a Wits + Awareness roll (difficulty 8). A failed or botched roll results in overfeeding, with all the mess that entails.


Source(s): The Bygone Bestiary p. 114

Ferocity

Ferocity grants you an uncanny fury that can be turned to your advantage in combat. This primal rage enhances your ability to perform extra actions, shrug off injuries, or deal more damage to your enemies. Characters with Ferocity seethe with fury, always on the brink of a meltdown that could injure companions, enemies, and innocents alike.

Cost

2 points per point of Rage

Effects

For every two points invested in this Advantage, your character receives one point of Rage. By spending a point of Rage, you may:

  • Add one automatic health level to a successful hand-to-hand non-magical attack (e.g., a bite, a slash).
  • Perform one additional action without using your lowest dice pool.
  • Ignore wound penalties for one turn.
  • Penetrate two points of an opponent’s armor with a single hand-to-hand attack.

Under normal circumstances, it takes at least one day of rest to recover spent points of Rage. Certain situations can rouse that fury again and restore one point of Rage, depending on the nature of your character and their channel to such primordial wrath. For instance, a nature-guardian might regain a point of Rage when infuriated by destructive trespassers in her domain, while an embodiment of vengeance might regain Rage upon witnessing an act that demands violent retribution.

The downside of this Advantage is that you're always angry, which includes having an irritable temper and an unnerving edge to your personality. Additionally, you have the Trait: Berserker / Stress Atavism for free, making you often one bad moment away from a violent meltdown.


Source(s): M20 Gods and Monsters p. 205
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Flexibility

You may be a snake, or another creature capable of bending, squishing, or twisting yourself around. This flexibility allows you to perform maneuvers that might otherwise be impossible, like twisting yourself into a pretzel, reaching through a window to unhook a lock, or squeezing through a space too small for someone to squeeze through otherwise.

Cost

2 points

Effects

This Advantage adds two dice to any Athletics roll where such Flexibility would benefit you (escaping ropes, grappling an opponent, and so forth). You may also tuck yourself into spaces that a creature of your size would not usually be able to squeeze into, and might (depending on the situation) be able to slither between bars, coil around branches, and so forth.


Source(s): M20 Gods & Monsters Version pg. 206

Hazardous Breath

With a gust of breath, a ripple of quills, or some other minor exertion, you can hurt and perhaps kill your prey at a distance. This Advantage allows a character to fire off some nasty surprises. The attack itself isn’t based upon the Trait — it can take whatever form you desire. For instance, demon-bound servitors can spit flames, while woodland elementals could spray clouds of thorns or poison gas.

Cost

Variable

Effects

For every five points spent on this Advantage, you inflict one health level of lethal damage with your attack on a successful roll of Dexterity + Brawl (difficulty 7). For seven points per level, that damage can be caustic (acid, Greek fire, toxic gas), dealing out an additional level of damage per turn until it’s washed off, scraped away, or otherwise neutralized. For double the cost (either 10 points for most attacks or 14 points for caustic ones), it can be aggravated.


Any target that can soak the appropriate type of attack can try to soak your “breath weapon.” You can employ this attack once per scene for every point of Stamina your character possesses. An attack that affects several targets at once (like a cone of flames or a toxic storm) hits one additional target for every success above the first — two targets at two successes, four targets at four successes, and so forth. The range of those attacks depends upon the nature of that assault; a “pinpointed” lightning strike generally reaches further than a localized cloud of gas.


For details about toxins, electricity, fire, and other assaults, see “Environmental Hazards” in Mage 20, pp. 435-444.


Source(s): M20 Gods & Monsters Version pg. 206

Healing Lick

As penance cleanses the wounds of the soul, the tongue of certain hounds heals wounds to the body. You have the gift of healing, whether by tongue (as the hound), breath (as the panther), or some other means. This power allows you to heal wounds by using a special method unique to your nature.

Cost

3 or 6 points

Effects

For three points, you may restore one Health Level per turn to either yourself or to another creature. For six points, you may heal one Health Level of an aggravated wound per turn. This Advantage heals only wounds and burns, not poison, broken bones, damaged organs, or other traumas.

  • 3 Points: Heal one Health Level of normal damage per turn.
  • 6 Points: Heal one Health Level of aggravated damage per turn.

Modifiers

The effectiveness of the healing lick can be influenced by various factors:

  • Creature's Health: If the creature is injured or fatigued, the healing process may be slower or less effective.
  • Environment: Healing may be more challenging in harsh environments or under adverse conditions.
  • Magical Interference: Certain magical effects or curses may resist the healing properties of the lick, requiring additional effort to overcome.

Cost of Failure

If the creature fails to properly heal a wound, the injury may become worse or become infected. In critical situations, this failure could be life-threatening.

Associated Traits

The healing lick is often associated with creatures known for their nurturing and protective nature, such as certain mythical beasts, magical animals, or spirit guardians.


Source(s): M20 Gods and Monsters, pg. 206

Hibernation

Toads may sleep in mud for centuries and awaken as though only a morning had passed. Bears take to their caves for the winter and consume no food therein. Like these somnolent beasts, you can go to sleep, needing no food or water until you awaken. During this period, you can conserve energy and survive in adverse conditions by entering a state of deep sleep or dormancy.

Cost

2 points

Effects

This power allows you to enter a voluntary state of hibernation. While hibernating, you do not require food or water and can appear dead to others. Only magical means can detect signs of life during this period.

  • Energy Conservation: The creature's metabolic rate slows down, allowing it to survive without sustenance.
  • Survival: The creature can endure long periods of inactivity, making it an effective strategy for surviving harsh environmental conditions.
  • Deceptive Appearance: The creature may appear dead to others, providing a form of camouflage or protection from predators.

Modifiers

The effectiveness and duration of hibernation can be influenced by various factors:

  • Environment: The creature's ability to hibernate may depend on the availability of a safe and suitable location.
  • Health: If the creature is injured or sick, hibernation may be less effective or take longer to initiate.
  • Interruptions: Disturbances or threats may prematurely end the hibernation state, requiring the creature to wake up and respond.

Cost of Failure

If the creature fails to enter or maintain a proper state of hibernation, it may suffer from exhaustion, malnutrition, or exposure to environmental dangers. Additionally, incomplete hibernation may result in insufficient energy conservation, jeopardizing the creature's survival.

Associated Traits

Hibernation is often associated with creatures known for their ability to endure long periods of inactivity, such as bears, toads, and other animals that can enter a dormant state to survive through unfavorable conditions.

Notes

You need only buy this Advantage if your hibernation is completely voluntary. Automatic or mandatory hibernation falls under the Flaw: Compulsion.


Source(s): The Bygone Bestiary p. 114

Human Guise

You have a human form you can wear when required. This guise allows you to blend in with human society to varying degrees of success, depending on the version of the Advantage you possess.

Cost

2 or 4 points

Effects

2 points: You present a few tells that hint at your true nature. These could be semi-visible gills, cat eyes, or hints of reptile scales. This version comes with one dot in Appearance. Your tells can be covered up with makeup or the right type of clothing, but it’s fairly clear that you are not quite what you appear to be.

4 points: You have a completely normal human guise with no obvious tells. Powers and abilities that can uncover a being’s true form are the only way to discern that you are something other than a mild-mannered reporter (or whatever).


Source(s):Gods and Monsters p. 206

Homing Instinct

You know where you’re going even if you don’t consciously think about it. An inner GPS (which, if you’re a cyborg or robot, may be an actual GPS) guides you toward your destination. This Advantage won’t cover the distance for you — you still need to do that part yourself. Despite confusing circumstances and tangled paths, however, you’ll eventually make it home.

This Special Advantage directs you to the destination of your choice. As with the fast-travel ability in video games, this must be a destination you’ve bonded with before that trip — a place or person you can sense across the intervening time and space.

Cost

2 or 4 points

Effects

For two points, you can home in on that location from anywhere in the mortal side of Earth; for four points, you can home in on it from anywhere. When faced with obstacles and obstructions, you may need to make a Perception + Awareness roll in order to get your bearings toward your destination. The difficulty of that roll depends on the circumstances involved:

  • Difficulty 6: Normal circumstances.
  • Difficulty 7: Harsh weather or terrain.
  • Difficulty 8: Major obstacles or an erased trail.
  • Difficulty 9: Vast distances (500 miles or more) or paranormal obstructions or delays.
  • +1 Difficulty: Each month of separation from that target.

Your instinct allows you to keep track of a moving goal even if you’re moving, too. If you lose the path, you’ll need to concentrate on finding it again (possibly while using Meditation, Esoterica, Area Knowledge, or some other Ability suited to your character). At some time soon, however, you’ll be on your way again. Distance can slow you down, but your heart (or technology) knows its way home.


Source(s):Gods and Monsters p. 206

Human Speech

Simply put, you can speak in human languages even if “your kind” can’t normally do so. Whether through magic or physical mutation, you have the ability to form human words that most folks can understand. This talent allows you to communicate effectively in human languages, enhancing your interactions with humans and other beings that use these languages.

Cost

1 point

Effects

This Advantage gives you the talent to speak, not the knowledge to speak fluent languages. You still need to know the language in question. This means you can form human words and communicate in any human language you are familiar with. The ability to speak human languages can be useful in various social and diplomatic situations, allowing you to bridge communication gaps between different species and cultures.


Source(s):Gods and Monsters p. 207

Immunity

As the cock withstands the searing poison of the basilisk, you can ignore the effect of some dangerous (or at least unpleasant) thing. Some Immunities are part and parcel of a beast's nature; others, like Mithradites' immunity to poison, accrue over a long period of conditioning. Immunities vary in price, depending on their lethality and their frequency, much as Vulnerabilities do. You must buy each Immunity separately, although the Storyteller may allow a number of similar Immunities (basilisks, snakes, toadstools, iocaine powder) to be packaged as one more common Immunity (poisons).

Cost

2/5/10/15 points

Effects

This power allows the creature to ignore the effects of certain dangerous or unpleasant things. The specific immunity can be to minor nuisances, major threats, terminal threats, or even death, depending on the points spent.

  • 2 Points: A minor nuisance (poison oak, common cold), or a very rare threat (basilisks).
  • 5 Points: A major threat (disease, hunger), or a moderately rare threat (poisons, extreme heat or cold).
  • 10 Points: A terminal threat (fire, drowning), or a common threat (fire, metals).
  • 15 Points: Death. You're essentially immortal, but can be hurt or even crippled. The Storyteller may decide that one thing (or combination of things) can still kill you, though he may or may not tell you what that thing is.

Modifiers

The effectiveness and breadth of an immunity can be influenced by various factors:

  • Conditioning: Some immunities may require long periods of conditioning to develop fully.
  • Scope: Immunities can be broad (covering various poisons) or narrow (specific to one type of poison).
  • Storyteller Discretion: The Storyteller may allow certain similar immunities to be combined into a broader immunity package.

Cost of Failure

If the creature fails to gain immunity or maintain it, it will suffer from the effects of the dangerous substance or condition. The severity of the consequences depends on the type of threat they are exposed to, ranging from minor irritations to potentially fatal outcomes.

Associated Traits

Immunity is often associated with creatures that have adapted to withstand certain dangers or have been conditioned over time to resist specific threats. Examples include animals immune to certain toxins or creatures that have developed resistance to environmental extremes.

Notes

Each Immunity must be purchased separately, although similar Immunities may be grouped at the Storyteller's discretion. The costs and effects are reflective of the lethality and frequency of the threat being guarded against.


Source(s): The Bygone Bestiary p. 115

Information Fount

You know the weirdest things! Thanks to a strange connection to the Collective Unconscious (or maybe just a great mind for trivia), you manage to make deductions, observations, and connections that puzzle other, lesser minds. This traditional talent of oracles and familiar spirits grants you insight into things you probably shouldn’t know but manage to wrap your head around anyway. Now, if only other people could just understand what the hell you’re talking about...

Cost

5 points

Effects

This Advantage allows you to make astute (if not necessarily accurate) observations about things if you successfully roll Awareness + a related Ability. The Ability in question should be related to the situation you’re trying to understand: Martial Arts to note a detail about an opponent’s fighting style, Etiquette to recognize your host’s taste in silverware, Streetwise to spot a Hell’s Angel in disguise, and so forth. This information, however, comes across in poetic and often fractured observations; like the classic rock fanatic who declares out of nowhere that Chris Squire is famous for playing “a Rick with a pick,” your proclamations might not be understood or appreciated by anybody else.

From a roleplaying standpoint, this Advantage gives the player/Storyteller plenty of opportunities for fun, especially if other characters (and players) have no idea what the bloody hell your character is going on about. Game-wise, another player might need to roll Perception or Intelligence + Enigmas in order to make sense out of the tidbits offered up by the Information Fount. It’s more fun, of course, to just roleplay everything out. Oracles and familiars, after all, have rich traditions of saying things that wind up mangled in translation.


Source(s):Gods and Monsters p. 207


Description: Your character's raw and brute power.
••• Good: 250 lbs (a little over 100 kgs).
Source(s): The Bygone Bestiary p. 115

Intangibility

Like a certain madly grinning cat, you can fade from sight (8 pts.) and perhaps become totally incorporeal (10 pts.). Certain ghostly creatures might use this Advantage to become corporeal instead, attaining physical substance from a normally intangible form. Unlike Stepping Sideways, this shift doesn’t bring the character into the Penumbra – it just changes their relationship with the physical world. The Cheshire Cat, for example, didn’t run off to join the werewolves; he just… disappeared.

Cost

8 or 10 points

Effects

Intangibility grants the following abilities based on the points invested:

  • 8 points: The character becomes invisible. An invisible character still exists in a physical form and can be heard, smelled, tackled, and so forth if someone manages to spot them. Rank 1 magickal perceptions can sense the invisible character if the player makes a successful Perception + Alertness roll at difficulty 9. Other forms of paranormal senses (e.g., vampiric Auspex) can do the same thing with the same sort of roll.
  • 10 points: The character becomes totally incorporeal. While intangible, the character remains immune to most normal sorts of physical harm. Bullets, wind, fire, and so forth pass right through them. Magickal spells, True Faith, and other sorts of paranormal attacks, however, affect them in the usual ways. While in this state, the character cannot attack anyone else, except through magick or other paranormal powers; even then, an attacking character immediately becomes visible again.

To shift from one state to another, the player spends one point of Willpower. No roll is necessary, and the shift takes place on the following turn. During that transition, the character assumes a phantasmal half-visibility which is hard to see (Perception + Awareness, difficulty 8) if they haven’t been spotted already, but remains vulnerable to physical attacks until they become fully incorporeal. For two points of Willpower, the character can change states immediately. It takes another point of Willpower to return to the character’s normal state; if they run out of Willpower before they can do so, the character gets stuck that way until they recover enough Willpower to shift to a different state.


Source(s):Gods and Monsters p. 207

Mesmerism

With a frightening glare or bewitching enticement, you can freeze prey (3 points) or draw it to you in a mild trance (6 points). The specifics depend on the creature in question, but only one method works for you. For instance, you could be a siren with fascinating secrets that you sing about to draw trespassers to their doom, or a ghost-dog whose predatory gaze locks her target in place while the hunter ends the chase. However, if you are a singer of charming songs, your gaze is merely pretty, not especially hypnotic.

Cost

3 or 6 points

Effects

This Advantage requires the right sort of contact with your prey (a gaze, a song, a touch, and so forth) followed by a roll of Charisma + Intimidation. If your mesmerism depends on enticement, then Seduction could work in place of Intimidation. The difficulty is 6, and you need to collect at least one success for each point of your prey’s current (not permanent) Willpower. So long as your prey doesn’t object to your influence, this could employ an extended roll. If they resist you, the roll would be extended and resisted instead. A botch on your part negates the mesmerism, and because they’re wise to you now, you cannot attempt to mesmerize this character again.

A successfully mesmerized character feels frozen or enchanted, even if they suffer violence, for at least three turns. After that, they can try to break free using a Willpower roll. The difficulty for that roll begins at 8 and then drops one level lower until the character escapes that predatory influence. By that time, of course, the hypnotic critter may already have begun to feast.

Because it is, by nature, a predatory power, this Advantage might stray over the boundaries of certain players. Either way, this influence is decidedly non-consensual, and a frightening thing for the prey on its receiving end.


Source(s):Gods and Monsters p. 207-208

Musical Influence

You are a veritable Pied Piper of Hamlin, capable of leading those around you into temptation or wherever else you’re looking to take them. This Advantage confers the power to motivate, suppress, heighten, or demoralize the emotions of those who hear your music. You could be a wolf howling to terrify his prey, or a faun channeling the ecstatic powers of Pan. You call the tune, and your audience is inspired to dance to it as you will.

Cost

6 points

Effects

To use this power, the player rolls an appropriate Social Attribute + an appropriate Ability. The Traits involved depend on what form the music takes and what the character hopes to inspire with it. For example:

  • A carnal tune might employ Charisma + Seduction.
  • Beating the war-drums might combine Manipulation + Leadership or Intimidation.
  • Unusual combinations, like a song blending Appearance with Torture, could provide an unsettling soundtrack for atrocities.

The difficulty of this roll is the target’s Willpower. Additional successes allow you to influence larger groups of people. Although that influence lasts only as long as you keep playing (or singing, or whatever), its emotional effects can linger for quite a while afterwards. If your audience realizes you’re playing them, they can shrug off the effects of your charm. However, even when people have decided they don’t care for a given song or singer, they often find themselves haunted by those feelings long after the music ends.

Unlike Mesmerism, this power confers influence but not command. Like Mesmerism, however, this power messes with people’s minds and emotions. Keep that sort of impact in mind when using this Advantage in your game.


Source(s):Gods and Monsters p. 208

Musk

This Advantage allows you to deploy a rancid stench upon command. This musk can be a natural odor, tear gas, the smell of fetid trash, or any other sensory repugnance you prefer. Thankfully, you can turn this odor off when you want to. When you deploy it, though, the stench is impressive.

Cost

3 points

Effects

The stench affects characters within the area, causing them to add +2 to the difficulties of all their rolls (including Arete rolls) until they manage to escape the area. Characters with keener senses of smell (e.g., most animals, werebeasts, vampires with enhanced senses, people with the Merit: Acute Senses) add +4 to their difficulties instead.

A Stamina roll may overcome this penalty (difficulty 7 for most people, difficulty 9 for those with a sharper sense of smell). Even then, those affected feel seriously ill.

Like a skunk, you can spray other characters with the stench. This requires a Dexterity + Athletics roll (difficulty 7 for targets within roughly 10 feet or 3 meters, +1 difficulty for every 10 feet beyond that). Each success showers one target with musk; until they can wash it off, the stench follows them, inflicting the usual penalties and making them extremely unpopular. Characters without a sense of smell are not affected, though the stench might produce a gross film of residue. The smell lasts for a day or so before wearing off, and although its worst effects are within 10 feet or so of their point of origin, the pungent vapors make life unpleasant in a much larger area.


Source(s): M20 Gods and Monsters p. 208

Mystic Shield

Certain entities possess an extraordinary resistance to magic of all kinds. This resistance might stem from innate anatomical properties, paranormal stability, an aura of protection cast by a greater force, Technocratic Primium, or simply a deep-rooted power older and more potent than human whims. For whatever reason, spells seem to slide past, bounce off, fade in effect, or simply disappear when directed at you.

Cost

2 points per dot

Effects

For every two points spent on this Advantage, you gain one die of countermagick. When used against other forms of magic (such as vampiric Disciplines, Garou Gifts, or changeling cantrips), this Advantage increases the difficulty for other characters to use such powers against you by +1 per two points spent. This Advantage maxes out at five dice (10 points).

However, this protection is not effortless or constant. To use it, you must declare that your character is actively shielding themselves from the spell, effectively using a dodge maneuver to avoid the spell's effects. If caught unaware, asleep, or otherwise unable to avoid the enchantment, you are as vulnerable to magic as anyone else.


Source(s):Gods and Monsters p. 208

Needleteeth

Thanks to strong, sharp teeth and powerful jaws, you can bite through up to three levels of armor when chowing down on prey. This Advantage enhances biting attacks only, and leaves gaping, bloody wounds behind.

Cost

3 points

Effects

With this advantage, your biting attacks can penetrate up to three levels of armor, inflicting severe and bloody wounds. This enhancement is solely for biting attacks.


Source(s):Gods and Monsters p. 209

Nightsight

You can see where other folks remain blind. As long as a little bit of light remains, you can see normally. Even in total darkness, a roll of Perception + Alertness (difficulty 8) reveals vague outlines of your surroundings. Certain atmospheric conditions (smoke, mist, dust storms, and so forth) may interfere with your perceptions, depending on the Storyteller’s discretion.

Despite the name of this Advantage, your “sight” might involve echolocation, sensitive whiskers, tactile perceptions, and other keen senses. However, these senses might not function at a distance and could be obstructed under certain circumstances, such as tangled undergrowth, conflicting vibrations, having your whiskers plucked, and other hindering situations.

Cost

3 points

Effects

Nightsight allows you to see in conditions where there is very little light, providing a significant advantage in darkness. The specific benefits are:

  • Normal vision in low-light conditions.
  • In total darkness, a successful Perception + Alertness roll (difficulty 8) reveals vague outlines.
  • Enhanced senses may compensate for the lack of sight but could be hindered by environmental factors.


Source(s):Gods and Monsters p. 208

Omega Status

There’s power in being the one nobody pays attention to. Disregarded by all but the most astute observers, you slink through the shadows of your pack or warren, apparently inconsequential but, in truth, more watchful and conniving than anyone gives you credit for being. Oh, you’re the lowest of the low as far as your fellow creatures are concerned. As certain humans learned long ago, however, slaves, outcasts, and servants make the finest spies.

Cost

4 points

Effects

Unlike the Omega Flaw, this Advantage does not penalize your Social rolls. Instead, it lowers the difficulty of certain rolls – Scrounging, Stealth, Streetwise, and Subterfuge – by -2 when you perform those tasks within the group that despises you. Obviously, this group must be a significant part of your life. There’s no point in purchasing this Advantage if you’re not hanging with the pack. In large social hierarchies, though (such as a Technocratic Construct, a large Tradition Chantry, a network of cultists, a Nephandic Labyrinth, and so forth), the ability to skulk around under everyone else’s noses can be a useful talent for a character with quiet ambitions and vengeful plans.


Source(s): M20 Gods and Monster p. 209

Paradox Nullification

A metaphysical gift allows you to consume the energies of Paradox. Although this “feast of nettles” is far from pleasant, you may be willing to endure it on behalf of a valued friend or ally… for a price, of course! Story-wise, these prickly clouds of energy resemble briars or fog lit by fireflies and strobed with strange lightning. The smell and taste of such energies depend upon their Resonance, but consuming them tends to be rather… bracing would be a nice way to put it. Oh, the things you do for these so-called “Awakened ones!”

Cost

2-6 points

Effects

Game-wise, a character with this Advantage can open his mouth and swallow certain amounts of Paradox. These amounts correspond to the ratings of the Familiar/Companion Background (Mage 20, p. 316), and reflect familiars with lesser or greater abilities. In order to devour Paradox energies, the familiar must be within arm’s reach of his mage — a necessity that explains a lot about the closeness between mages and their familiars.


2 points: One point of Paradox per month (one-dot Familiar).
3 points: One point of Paradox every two weeks (two-dot Familiar).
4 points: One point of Paradox per week (three-dot Familiar).
5 points: Two points of Paradox per week (four-dot Familiar).
6 points: One point of Paradox per day (five-dot Familiar).


Source(s): M20 Gods and Monster p. 208

Quills

Like a porcupine or hedgehog, you possess sharp, spiny quills. Anyone unfortunate enough to rub you the wrong way, as the saying goes, winds up getting hurt. With a muscular flex or two, you might also be able to fire these quills into some poor opponent’s face. And should you happen to grapple that opponent instead, your foe will be having a very bad day.

Cost

2 or 4 points

Effects

2 points: The two-point version of this Advantage bestows a collection of quills on the character’s skin. A high-tech character might possess cybernetic needles or hidden spines instead. Once activated, those quills puncture skin, often lodging in the target until they can be removed (while inflicting additional damage). A character who strikes or lands against that set of activated quills suffers an “attack” from the spines, rolling one die for each dot in their Strength and then taking the result as lethal damage. If they take three health levels or more after trying to soak that damage, the quills lodge in their skin and must be removed; until they are, the character cannot recover that damage because the quills keep ripping the wounds open, scraping muscles and organs, seeping infection into the wounds, and so on. Removing the quills demands at least one turn for each health level of damage taken. The process inflicts an additional, unsoakable health level of damage, although the character can recover once the quills have been removed. If the spiny character assaults another person with their quills, the attack inflicts their Strength + 1 in lethal damage. The usual rules about lodged quills still apply. That attack demands a Dexterity + Brawl roll, difficulty 6, and counts as a hand-to-hand maneuver. If that maneuver is combined with a successful grapple attempt, martial arts, dirty fighting, or some other refinement, then the quills add one automatic health level of damage on top of the usual damage for that attack.

4 points: The spiny character can shoot their quills at distant enemies, too. This attack employs a Dexterity + Athletics roll, difficulty 7, and fires the quills up to roughly 30 feet (10 meters) or so. Shields and other barriers automatically deflect the quills, however, that layer of protection soon winds up featuring an impressive display of spines. Your character can launch one quill-enhanced attack for each point of Stamina they have; after that, the quills are depleted, and must be regrown, restocked, or what-have-you. As an optional rule, the Storyteller might allow these spines to inflict aggravated damage instead, for double the usual cost.



Source(s): M20 Gods and Monster p. 209-210

Rapid Healing

Wounds don’t sideline you for long. Although you lack the startling regenerative powers of werecreatures, your body heals at an amazing rate. This Advantage accelerates the usual recovery rate for injuries. Characters with this ability remain hardy and healthy despite the battering they endure.

Cost

Variable (Every two points spent on this Trait moves you one category higher on the Healing Damage charts)

Effects

This Advantage accelerates the usual recovery rate for injuries. The specific benefits are as follows:


2 points: Moves you one category higher on the Healing Damage charts. For example, healing from Mauled by bashing damage in one hour instead of six hours.
4 points: Heals injuries almost immediately for bashing damage.
6-8 points: Helps recover more quickly from lethal and aggravated damage, allowing the character to shrug off most forms of harm.


Description: Your character's raw and brute power.
••• Good: 250 lbs (a little over 100 kgs).
Source(s):Gods and Monsters p. 210

Read and Write

Although you’re an animal, an alien, or some other non-human entity, you’re fully capable of reading and writing in whatever human languages you know. If you don’t know a given language, then you’ll need to learn it (via the Language Merit) before you can read or write in it. Given your physical form, you might have certain difficulties with holding a pen, opening a book, or typing on a laptop. Assuming you’re able to access the method of reading or writing, you can comprehend its contents as well as any human could.

Cost

1 point

Effects

This advantage allows non-human entities to read and write in human languages they know, provided they can physically manage the act of reading or writing.


Source(s):Gods and Monsters p. 210

Regrowth

The lizard regrows his tail and the hydra regrows her heads. Your powers lie somewhere in this range. For two points, you can regrow a tail, tentacle, horn, or similar secondary protrusion. For four points, you can count on severed limbs or gouged eyes being restored. For six points, you must be burned to ash, dissolved in acid, or given deadly poison to "stay dead."

Cost

2/4/6 points

Effects

This power allows you to regrow lost body parts, from minor protrusions to major limbs and even vital organs, depending on the level of investment. The process is not instant and requires time proportional to the severity of the injury.

  • Minor Protrusions (2 points): Regrow tails, tentacles, horns, or similar parts. This process takes at least one day.
  • Major Limbs (4 points): Regrow severed limbs or gouged eyes. This process takes at least three days.
  • Vital Organs (6 points): Regrow vital organs such as the heart or brain. This process takes at least a week.

Modifiers

The effectiveness and duration of regrowth can be influenced by various factors:

  • Healing Lick: This Advantage can speed normal healing and stop the pain of your injuries but will not help regrow severed parts.
  • Cauterization: Fire or acid can cauterize a stump, preventing you from healing the lost piece(s) at all.

Cost of Failure

If you fail to maintain the regrowth process, you may suffer from incomplete regeneration, resulting in non-functional or malformed body parts. Additionally, the effort to regrow a part without success can lead to significant exhaustion and potential vulnerability.

Associated Traits

Regrowth is often associated with creatures known for their remarkable regenerative abilities, such as lizards and mythical hydras. These creatures use their power to recover from injuries that would be fatal to most beings, reflecting their resilience and adaptability.

Notes

This power requires time and a safe environment to be effective. Attempting to regrow body parts in dangerous or unstable conditions can lead to failure and further injury.


Source(s): The Bygone Bestiary p. 116

Razorskin

Like a shark, a thorny devil, or some other creature with sharp defenses, you have skin that shreds anything that touches you. When something tries to grab you, your assailant regrets that decision immediately. This natural defense mechanism makes you a dangerous opponent in close combat.

Cost

3 points

Effects

If you get hit by another creature using Brawl or unarmed Martial Arts (that is, someone who brings their bare skin into contact with your own), then that character suffers an attack of their own Strength + 1 in lethal damage. This damage occurs automatically upon contact.

Unless you can shapeshift or otherwise cover or transform your skin, this Advantage is always active. Those wishing to be intimate with you will have to be either incredibly careful or particularly resilient.

Shapechanger

Certain creatures may change their forms in radically different ways. With this Advantage, your character shares that gift. Though you’re not one of the legendary Changing Breeds, your physical body is less established than those of other beings. This miraculous talent is possessed by witches, spirit-animals, totem-blessed people, certain Bygones, and especially wise beasts. This inheritance violates “normal” physics and biology yet conforms to older laws of poetic reality.

Cost

3, 5, or 8 points

Effects

This Trait allows your character to assume different forms. All the natural abilities of a non-magical form (wings, speech, swimming, sharp teeth, etc.) become your character’s own capabilities. However, special abilities (fiery breath, spirit-walking, etc.) must be purchased as Advantages. The same rule applies to abilities that are not natural to the new body: a man who wishes to become a talking pig must purchase the ability to form human speech with the pig’s anatomy.

In most cases, your Attributes and Abilities remain unchanged unless those physical characteristics are incompatible with your new form (e.g., a mouse with a Strength of 5). No other object shares your ability to change, so you must discard clothing, armor, weapons, and so forth every time you transform. Such transformations typically demand one turn, although extreme shifts in size and mass might take a turn or two longer.

An innate shapechanger retains their mind and personality when they change forms. The things they know in one body carry over into other physical shapes. Characters who can sense auras or perceive paranormal effects might notice the shapechanger’s true nature with a Perception + Awareness roll, difficulty 7. The shapechanger’s scent remains more-or-less consistent through their various incarnations; they might be a wolf who smells like a woman, or a woman who smells like a wolf, or a being whose smell doesn’t seem quite “natural” to the body they “wear” at the time.

The number of forms you can attain depends upon the points spent on this Advantage:

3 points: One alternate form (e.g., hawk, lynx, woman, shark).
5 points: Any form within a limited range (e.g., cats, humans, birds, equines).
8 points: You can assume any form, although you must purchase Advantages to cover things like venom, armor, radical changes in size and Attributes, and so forth.

Source(s): M20 Gods and Monsters pg. 210-211

Shared Knowledge

Magi and their familiars often share an intense empathic link; you feel what she feels and even know, in a way, what she knows. Through the same channel, she feels your emotions and shares your knowledge. This is a tremendous feeling when relations are good, although suspicion, secrecy, and mistrust can poison this bond even more thoroughly than usual.

Cost

5/7 points

Effects

This power allows you to see through each other's eyes and access each other's thoughts, sharing hunches, gut feelings, and instincts. It is not telepathy in the strictest sense but a mystic bond that facilitates the exchange of understanding between you and your familiar.

  • Shared Knowledge: At five points, either of you can utilize any Knowledge that the other possesses, so long as you're both in the same room (or within 50 feet or so outdoors). This is intuitive understanding, not formal instruction, so the Ability fades when the channel is closed or broken. You must both make a conscious decision to commune and share wisdom. For especially complex understandings (like dragon politics or Talmudic commentary), you might both have to make a Wits + Intuition roll (difficulty = Knowledge rating + 3).
  • Shared Vision: For seven points, you also gain the ability to literally see through the other's eyes.

Modifiers

The effectiveness and duration of Shared Knowledge can be influenced by various factors:

  • Distance: Both abilities function up to a distance equal to your Willpower in hundreds of yards. Using this power over longer distances can be exceedingly disconcerting.
  • Emotional State: The bond is more effective when relations are good; suspicion, secrecy, and mistrust can weaken or disrupt the connection.

Cost of Failure

If the bond is poisoned by negative emotions or the connection is disrupted, you may lose access to the shared Knowledge and insights, and the emotional turmoil can cause distress or confusion.

Associated Traits

Shared Knowledge is often associated with magi and their familiars, reflecting an intense bond that goes beyond mere sensation sharing. This power is linked to deep understanding and mutual trust, often found in relationships where the participants are closely aligned in purpose and spirit.

Notes

This power requires both parties to make a conscious decision to share Knowledge and wisdom. It is a voluntary and mutual process, emphasizing the importance of cooperation and trust in maintaining the bond.


Source(s): The Bygone Bestiary p. 117

Size

Man occupies the center of creation, not merely theologically but physiologically. Beasts, fishes, and birds all range from the incomparably vast (elephant, whale, roc) to the minute (shrew, minnow, bee), with humanity right in the middle. If your size is roughly human (wolf, great ape, leopard), then you need not purchase this Advantage, although you might consider either the Merit: Huge or the Flaw: Short to reflect your personal size.

Cost

3/5/8/10 points

Effects

If you're considerably larger or smaller than a human, the following Advantage levels apply:

  • 3 points: A bit larger (lion, pony, condor) or smaller (mastiff, cheetah, eagle) than human.
  • 5 points: A lot larger (horse, boa, crocodile, bear) or smaller (cat, pike, falcon) than human.
  • 8 points: Considerably larger (gryphon, great shark, buffalo) or smaller (pigeon, mouse, carp) than human.
  • 10 points: Immensely larger (elephant, roc, whale) or smaller (spider, hummingbird, minnow) than human.

Each size level adds (or subtracts) one Health Level to the amount of damage you can withstand, and gives (or takes) one additional point of either Strength or Stamina. If you have two levels of increased size, subtract one from your opponents' difficulty to spot you (and to hit you); add one to those difficulties for each level of reduced size. At three levels, subtract or add two from those difficulties; at four levels, subtract or add three.

Modifiers

The effectiveness and implications of size can be influenced by various factors:

  • Environment: The physical advantages of increased size are at least somewhat negated by the inconvenience of maneuvering in cramped quarters (like buildings, city streets, shipboard or forests), just as the disadvantages of being small are redressed by the ease with which tiny creatures can slip through cracks and spy on unwary prey.

Cost of Failure

If the creature fails to appropriately utilize its size, it may face difficulties in survival or combat. The disadvantages of being either too large or too small in certain environments can pose significant threats to the creature’s well-being and effectiveness.

Associated Traits

Size is often associated with the creature's overall capabilities and physical attributes. Larger creatures tend to have more strength and durability, while smaller creatures may benefit from stealth and agility.

Notes

When considering the Size Advantage, it’s important to take into account the creature’s typical environment and lifestyle to maximize the benefits and mitigate the drawbacks associated with its size.


Source(s): The Bygone Bestiary p. 117

Spirit Travel

Like a mage with Spirit-Sphere Arts, you can step across the Gauntlet and travel into certain Otherworlds. Unlike mages, you don’t suffer the effects of the Avatar Storm, but you may be bound to only one or two of the Umbral layers. In all cases, you must have some consistent method of passing through: stepping into mirrors, diving through reflective pools, jumping through fire, vanishing in a puff of brimstone, and so forth.

Because this gift comes from an affinity for certain energies and essences, your character’s nature influences the sorts of Realms you travel into when you cross the borders. An angel will gravitate toward the heavenly reaches of the Astral World, while a sinister kitten could step into the Underworld. Very few creatures can walk freely into all of the Three Worlds, and so the Storyteller may decide that certain layers or Realms are off limits to your kind.

Cost

8, 10, or 15 points

Effects

This Advantage gives you five dice to roll against the local Gauntlet rating. The speed of your crossing can be found below. Each crossing costs one point of Willpower and extends only to the character in question unless a mage uses some sort of magick to “ride” your character beyond the Gauntlet.

Basic Spirit Travel lets you enter one Umbral layer: The Middle Umbra, the Astral Umbra, or the Dead Umbra. For 10 points, you can travel into two of those layers, and 15 points allows you to reach all three.

Successes and Crossing Time:

  • Botch: Failure, lose Willpower point or else get stuck.
  • None: Failure; try again.
  • One: Three turns to pass through.
  • Two: Takes two turns.
  • Three or four: Takes one turn.
  • Five or more: Instant crossing.


Source(s):Gods and Monsters p. 211

Spirit Vision

Spirit Vision allows you to perceive the local spirit world, nearby spirits, and the overall “feel” of that realm beyond the mortal world. Despite its name, this power might involve other senses; perhaps you smell the rotting presence of a Bane spirit, or hear the crackle of hellish flames and the wails of damned souls when a demon lingers on the other side of the Gauntlet. This perception may be shaped, in turn, by the Vidare described in Mage 20, pp. 82 and 91; if you revel in the natural world, for example, you’ll be more attuned to the lively sensations of the Vidare Spiritus than you would be if, instead, you viewed the world through the dark prism of the Vidare Mortem.

Cost

3 points

Effects

In game terms, your Spirit Sight lets you sense the Penumbra in your immediate surroundings. Most times, this vision overlaps your perceptions of the material world, which can get confusing and occasionally alarming if you stray, perhaps, into an area with a hostile spiritual landscape (a battlefield, a haunted house, a Nephandic Node, and so forth). By taking a moment or two to focus on one realm or the other, you can concentrate on either the material world or the Penumbra without being distracted by the other side. Most often, however, you seem flighty and distracted, occasionally talking to people who, as far as most folks are concerned, aren’t really there. The entities on the other side of the Gauntlet, meanwhile, can usually tell if you perceive them… and they might not be happy about being so exposed.


Source(s):Gods and Monsters p. 211

Soak Lethal Damage

Thanks to a hardy frame, thick skin, great size, elemental materials, or some other physiological gift, you can soak lethal damage as if it were bashing damage. This innate resilience allows you to endure attacks that would grievously harm others.

Cost

3 points

Effects

With this advantage, you can soak lethal damage using the same rules as soaking bashing damage. This provides significant protection against physical attacks that cause lethal harm, making you much tougher in combat situations.


Source(s):Gods and Monsters p. 211

Soak Aggravated Damage

This ability allows a character to soak both lethal and aggravated damage, providing them with a formidable defense against a wide range of attacks. This advantage is particularly beneficial for characters who face opponents capable of inflicting aggravated damage, which is typically more severe and harder to recover from.

Cost

5 points

Effects

With this advantage, your character can soak aggravated damage in addition to lethal damage. This significantly enhances their survivability against powerful attacks. The character can use their natural soak dice to reduce the damage taken from such attacks, making them much harder to injure or kill.


Source(s):Gods and Monsters p. 211

Tunneling

You have the ability to create a tunnel in the ground. This can be done by eating the dirt like a worm or burrowing it out of your way like a badger, marmot, or rabbit. Regardless of the method, you move through the earth at half your walking speed. You can either create a tunnel or just push the earth out of your way.

Cost

3 points

Effects

If you create a tunnel, it is the same size as your body. For example, if you’re a magical rabbit, you create tunnels the size of a regular rabbit. If you’re a giant, 10-foot tall rabbit, you create large bunny warrens. This tunneling ability allows you to move through the ground, making pathways or simply displacing the earth as you go.


Source(s):Gods and Monsters p. 213

Unaging

You don’t age. Perhaps you’ve found a way to restore your telomeres, or perhaps you are just mystically reinforced against the rigors of time. Regardless of how, you don’t age. This Advantage is useful for telling stories across the ages and would make an interesting bridge between stories told during the era of the Sorcerer’s Crusade and modern nights.

Cost

5 points

Effects

Unaging grants you the ability to remain biologically the same age indefinitely. This can be a significant narrative tool, allowing your character to span across different historical periods without succumbing to the physical effects of aging.


Source(s):Gods and Monsters p. 213

Universal Translator

Thanks to sophisticated technology or godlike knowledge, you can understand and communicate in any language you encounter. This ability allows you to decipher and convey messages across a wide range of languages, both human and otherwise.

Cost

5 points

Effects

If you’ve never encountered a particular form of communication before, you’ll need to make an Intelligence + Empathy roll to puzzle it out. The difficulty for this roll is generally 6 but could go as high as 9 if you’re trying to sort out an especially arcane language, such as the waving fronds of a plant-spirit or the shifting colors of an alien species’ body hair. The specific benefits are as follows:


Perception: To translate a language, you must first be able to perceive it as a language. Telepathic communications or subtle symbolic codes are beyond your understanding unless you’re able to recognize them for what they are.
Literal Understanding: Your understanding tends to be literal unless you’ve had enough contact with your subjects to recognize their slang, sarcasm, cultural references, and so forth.


Source(s): Gods and Monsters p. 213

Venom/Poison

A sting from an insect or a swipe from a platypus spur can really ruin someone’s day. Like those creatures, you possess an innate venom or poisonous touch – a weapon whose effects may well be worse than the injury that injected that assault. Your venomous power comes attached to a particular attack: claws, teeth, a stinger, barbs, needles, and so forth. In order to deliver your agonizing payload, you need to penetrate your target’s defenses with that attack and then inflict at least one health level of lethal damage after your target tries to soak it. Assuming you manage to break his skin and inject the toxin, the damage from this Advantage takes hold.

Cost

Variable

Effects

In game terms, your Venom/Poison inflicts two aggravated-damage attacks from the Toxins chart in Mage 20, p. 442. For every three points in this Advantage, your toxin inflicts one health level’s worth of injury. Essentially, those three points purchase one level of Toxin Rating, as per that chart. The first level strikes during the turn that follows the attack; the second level strikes three turns later.

For five points per level (instead of three), your poison may be delivered through skin contact rather than injury. In this case, anyone who touches your bare skin with their bare skin suffers the effects. Sadly, you cannot turn this attack off; it poisons people whether you want it to or not. In such cases, hoodies, gloves, and long pants are your friends.

As an optional rule, the Storyteller might allow you to deploy a psychotropic drug (Mage 20, pp. 443-444) instead of a damaging toxin. In this case, the drug inflicts the effects of a drug of your choice for one turn for every point spent on this Advantage; six points, therefore, would let you intoxicate someone for six turns.

Toxins may be treated, resisted, or healed through the methods detailed in the section about “Drugs, Poisons, and Disease” (Mage 20, pp. 441-444).

Venom is an attack inflicted upon a victim by a poisonous species, while poison is a toxin that’s absorbed, ingested, or inhaled by the victim. One could be considered active, the other could be considered passive. The difference isn’t important in terms of this Advantage, but mages (especially Technocratic ones) can get pedantic about such things.


Source(s):Gods and Monsters p. 213

Wall-Crawling

Thanks to biology, mutation, or a device, you can cling to and climb across sheer surfaces as quickly and easily as you can walk. This talent works without a roll or activation, although you might need to make a Dexterity + Athletics roll in order to hang on under extreme circumstances: icy walls, strong winds, driving rain, and similar situations.

Cost

4 points

Effects

You can move along vertical or inverted surfaces as effortlessly as you walk on flat ground. While no special roll is needed under normal conditions, certain extreme situations may require a Dexterity + Athletics roll to maintain your grip and balance. Examples of such conditions include:

  • Icy or slick walls
  • Strong winds
  • Driving rain
  • Other similarly challenging environments


Source(s):Gods and Monsters p. 213

Water Breathing

Born or adapted to an aquatic environment, you may breathe as easily under water – for two points – as you breathe air above it. For five points instead of two, you don’t need to breathe at all. If you cannot normally breathe on dry land, then you might purchase this Advantage in order to live as the proverbial fish out of water. Either way, there’s not much point in buying this Trait if you don’t plan to spend lots of time going from one environment to the other.

Cost

2 or 5 points

Effects

2 points: You can breathe underwater as easily as you breathe air above water.
5 points: You do not need to breathe at all, allowing you to survive in environments where breathing is impossible.


Source(s):Gods and Monsters p. 214

Webbing

Like a certain do-gooding wall-crawler (or certain less-benevolent predatory arachnids), you can spin webs that connect surfaces and entrap enemies. Your webbing may be synthetic or natural; regardless of its composition, your webs are sticky, persistent, and strong.

Cost

5 points

Effects

Standard webbing has six soak dice and can take at least three health levels’ worth of damage before it breaks. A victim trapped in your web must roll three successes or more on a Strength roll (difficulty 8) to pull free. At the Storyteller’s discretion, a stronger, thicker, or more intricate web might require five successes or more for escape.

To employ webbing, the player rolls Dexterity + Athletics. A web-spinning character can purchase an Athletics specialty called Webspinning to hone their expertise. The chart below reflects the difficulty of various feats:

  • Difficulty 5: Travel up, down, or across distances on your web.
  • Difficulty 6: Craft large webs.
  • Difficulty 7: Snare foes.
  • Difficulty 8: Grab objects at a distance or block entrances.


Source(s):Gods and Monsters p. 214

Wings

Put simply, you can fly. For three points, you may fly up to the normal human jogging speed (13 yards per turn); for five, you can cover 20 yards per turn. Despite the name of this Advantage, your character does not necessarily have physical wings — they could levitate, hover, or simply take to the skies under their own power.

Cost

3 or 5 points

Effects

3 points: You can fly up to the normal human jogging speed (13 yards per turn).
5 points: You can fly up to 20 yards per turn.

For more details about flight, see Mage 20’s Flying Talent (p. 293) and its Movement Rates chart (p. 401).


Source(s):Gods and Monsters p. 214

Telepathy

You might not be able to speak with your mouth, but you can speak with your mind. This Advantage allows characters to hold conversations through mental communication, transcending physical and language barriers. The recipient of the telepathy must be able to comprehend the conversation, although certain phrases or empathic bursts may transcend a language barrier.

Cost

2, 4, or 6 points

Effects

The specific benefits of Telepathy are as follows:

  • 2 points: You can silently converse with one other character within an unobstructed range of sight.
  • 4 points: You can silently converse with one other character for each point of Willpower you possess, even if they are not within sight.
  • 6 points: You can transcend obstacles and talk to characters you already know and have bonded with, even when you cannot see each other, across distances of roughly a mile or so.

Characters may use this Advantage through psychic or spiritual communion for organic and spirit-beings, or through advanced communication devices for tech-oriented characters. Outside parties cannot hear the telepathic communication unless they employ a suitable method (psychic power, the Mind Sphere, radio transmissions, etc.) and spend a point of Willpower to tap into it. Communication devices used for telepathy are not accessible or employable by the average listener.


Source(s):Gods and Monsters p. 212

Telekinesis

With the power of your mind, antigravity hypertech, mystic energy, or similar means, you can lift and manipulate objects from a distance without physically touching them. The strength of your telekinesis depends on the points invested in this ability.

Cost

3, 5, 8, or 12 points

Effects

Using telekinesis requires a successful Willpower roll, with the difficulty determined by the weight and accessibility of the target and the desired effect. The specifics are as follows:

  • Difficulty 6: Moving up to 10 lbs.
  • Difficulty 7: Moving up to 20 lbs.
  • Difficulty 8: Moving up to 50 lbs.
  • Difficulty 9: Moving up to 100 lbs.

Additional modifiers for manipulation:

  • +1: Basic manipulation (flipping a lever, opening a container)
  • +2: Fine manipulation (pushing buttons, starting a car)
  • +3: Precise manipulation (typing accurately, driving a car)

Attempting to lift objects over 100 lbs. requires one Willpower point spent for each additional 25 lbs. You must be able to see your target to influence it, and the cost of the Trait determines the maximum weight you can lift:

3 points: Maximum 10 lbs.
5 points: Maximum 50 lbs.
8 points: Maximum 100 lbs.
12 points: No maximum.

To resist your telekinetic grip, a character needs to break your hold as described under the Grapple entry. In such situations, your Perception becomes your effective Strength. If your target leaves your field of vision, your telekinetic hold ends immediately.


Source(s):Gods and Monsters p. 212

Tides of Fortune

Invoking the fickle currents of fortune, you can employ a combination of the spirit powers Bad Luck Charm and Good Luck Charm. This ability allows you to manipulate the outcomes of events to either favor or hinder a target of your choice. The effects of this power can significantly alter the course of events, making it a potent tool for those who master it.

Cost

5 points

Effects

Instead of spending a point of Essence, you must spend a point of Willpower to confer ill or happy fortune upon the target of your whims. This Advantage combines the effects of both the Bad Luck Charm and Good Luck Charm, enabling you to tilt the scales of fate in your favor or against your enemies.


Source(s):Gods and Monsters p. 213


Description: Your character's raw and brute power.
••••••• Outstanding: 650 lbs (nearly 300 kgs)
Source(s):Changeling the Dreaming v29 p. 32