YiffieMon:Special Attributes

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Special Attributes[edit]

Special Attributes vary from Physical excellence to Super- natural powers. Roll 1D100 on Table 2.15.

Table 2.15: Special Attributes[edit]

RollAttribute
01–04Battle Fury, Controllable
05+06Battle Fury, Uncontrollable
07Avatar
08–10Innate Power, Law
11–13Innate Power, Chaos
14–16Innate Power, Elder
17–19Innate Power, Sidh
20–22Innate Power, Balance
23+24Innate Power, Shamanic
25Innate Power, Neutral
26Innate Power, Shadow
27–29Animal Power
30+31Creature Power
32Supernatural Power, Upper
33+34Supernatural Power, Lower
35–38Mana Reading
39+40Fire Powers
41+42Aerial Powers
43+44Earth Powers
45–47Shape Changer
48+49Physical Power
50+51Supernatural Stamina
52Empathic Power
53Supernatural Eloquence
54Supernatural Will
55Shadow Weaver
56Intellectual Power
57Wild Power
58+59Forest Kin
60+61Fanatical Power, Law
62Fanatical Power, Chaos
63+64Fanatical Power, Elder
65–67Fanatical Power, Sidh
68Fanatical Power, Balance
69–71Fanatical Power, Shamanic
72Shape Master
74+74Desert Powers
69+70Mana Sensing
71+72Immunity
73–75Invisible Sight
76–78Emotional Curse
79–83Dimension Sight
84–86Supernatural Dexterity
87+88Supernatural Agility
89–92Physical Curse
93–95Other Powers
96Mental Curse
97Natural magician
98Mental invulnerability
99Two Attributes*
100Three Attributes*

Attribute Descriptions[edit]

Aerial Powers[edit]

The Character has the innate ability to use Aerial Powers and communicate with all creatures of the Air, i.e. Birds, Elementals, etc. He is totally immune to any damage inflicted by Aerial or Storm Powers. He will never be attacked by any Air Elemental. The EL for his Communicate talent equals:

(Int+Wil+Emp)/20 rounded up

The starting MEL is dependent on his characteristics (See §10.12).

EXAMPLE — A Character has Intelligence 12, Will 27 and Empathy 8, His EL with his talents is, (12+27+8)/20, 3.

Animal Power[edit]

The Character can communicate with a specific species of animal. The species is determined by the Referee, selected by the player or rolled randomly. At the subconscious level, the Character is a Tonah of the species. He will be treated as such by it. When they are threatened or attacked, the Character will suffer Uncontrollable Battle Fury against the attacker unless he rolls less than or equal to his Will. The fury will last as long as the threat to “his” creatures lasts.

Avatar[edit]

Extremely rare mortals have the potential to be an avatar of a god or goddess. An avatar is a person whose appearance, nature and gifts are a reflection of a given deity once they blossom. They do not automatically start with the full powers of whatever avatar they can be. It is some- thing they must earn in play by reflecting the nature of the deity and serving his or her will.

EXAMPLE — Norbert the Demented is an MEL24 Great Mage. He is also a blossomed avatar of Labbiel. Reading the description of Labbiel one can easily see how Norbert earned the sobriquet Demented.

The Referee will determine the deity the Avatar belongs to, as he sees fit. The Referee, at his discretion, can also bestow other powers and detriments that he feels are fitting for the deity selected.

An avatar can communicate with all creatures that are associated with his deity at EL80. A creature he can communicate with will not attack a Character with this gift. He will be viewed as a member of the deities court by any creature he encounters. If the creature is aligned with an opposing power, the reaction can be hostile. He is innately able to understand any tongue (understand not speak) derived from the major Alignment of his deity with at EL80. He can speak one supernatural tongue at EL80.

The Character is considered an innate Natural Magician, for all spells derived from the major Alignment of his deity. As part of his power, he will always cast any spell associated with the supernatural tongue he learned as part of this power at one EL higher than his actual EL.

Avatars are compelled to defend the interest of the deity and its creatures. They have no option in this regard. The Referee may allow one Will roll if the player wishes to delay doing so. Making it allows him to wait WilB×3 turns before acting. Avatars may not have a fanatic tie or innate power derived from a different alignment. If one is rolled, re-roll.

Battle Fury[edit]

The Character is prone to fits of fury when engaged in combat. During a battle, he will become furious when the hit points damage taken times 5, exceed his Will.

For Uncontrollable Fury, the above ratio is the only way that the Character can be affected. With Controllable Fury, the Player can attempt to will his Character into a state of fury. The chance of success, per phase of trying, equals the Character’s Will.

The state of fury lasts until the Character fails to score any damage for a number of phases equal to his Will divided by 5 or until five phases after there are no targets remaining in sight.

EXAMPLE — A Character has a Will of 64. 13 hit points are required to send him into fury. He will return to normal if he fails to hit for 13 straight tactical phases or if he doesn’t see anyone to hit for 5 phases.

A Character with Uncontrollable Fury can only come out of it in this way. A Character with Controllable Fury may will himself out of the fury if he rolls his Will or less.

OPTIONAL — If the only targets left to attack are friends, a Character with Uncontrollable Fury can attempt to Will himself out of the fury on any phase that he is not hit and that he does not Hit. The chance equals his Will divided by 2, rounded down.

While a Character is in a state of fury, the following increased abilities will apply:

  • A) Normal damage effects will not apply to his movement.
  • B) When he reaches his DTV he will not be unconscious. He remains conscious until death.
  • C) While in Fury, the DTV is tripled. When the Fury ends, if the damage taken is less than the normal DTV the Character is dead. If it is between 0 and the DTV, he passes out.

EXAMPLE — A Character has a DTV of −3. While enraged, he can take damage to −9. It he reaches −5, and comes out of fury, he drops dead on the spot. If he is at −1 when he comes out, he passes out.

  • D) The Character may not use any EL factors defensively while he is in fury.
  • E) The Character may not use any missile weapon or magic while in a state of fury. If he has an Innate Magic talent that is capable of inflicting damage, this power may be used.
  • F) While furious, the Character’s StrB is increased by two.
  • G) Persons defending against a furious Character may subtract 5 from their roll to hit or add 10 to the Furious Character’s roll.
  • H) While affected, the Character will attack the closest target available. If no enemies are available, he will turn on his closest friends.

Creature Power[edit]

The Character has an affinity for a specific type of non-humanoid, Fantastic creature. (Anything from a Cait Sith to a Dragon). He has the innate ability to communicate with these creatures at a telepathic level. He is always marked, i.e. a birthmark, with the sigil or semblance of that creature.

In learning magic that this species is naturally capable of, the Character will pay 1/2 the normal cost to learn and advance, rounded up. He will always cast the spell at one EL higher than his actual EL. He will be affected, as for Animal Power, when his species is threatened.

EXAMPLE — A Character has an affinity with the Dragon. He gains advantage in learning Fire Powers and Magic in general. (Fire Powers would be gained at 1/4 cost because it is effected once for Fire and again for Magic). He may communicate with any Dragon. The Character will never be attacked by any creature that he has an affinity with unless he is the aggressor. He must defend that creature. If he fails to do so, he is allowed to roll his Con divided by 2, rounded down. If he fails this roll he is automatically affected by BL10 Slow Death. If it is cured or he makes the roll, he loses his tie to the creature. His other option is to find a way to make amends before the disease kills him.

Desert Powers[edit]

The character has an affinity for the Desert. He has his maximum EL in Desert Survival without learning that skill. If he learns it, he has double maximum EL.

In addition, the character can communicate with any creature of the desert except those who are aligned with Chaos. He is considered to be a friend by Jinn and Peri. No Ifreet will ever attack him (though they are certainly not his friends).

A person with Desert Powers may cast all Desert Powers spell as innate powers. They can always find enough food and water to survive in any desert.

NOTEThe form described is the Elder one. A Chaos affinity also exists. It aligns the person with scorpion beasts and such. If the Referee is so inclined, he can allow the Character to roll 1D2*. A result of 1 indicates the Elder form, a 2 the Chaos form.

Dimension Sight[edit]

The Character’s EL in this power equals his Will divided by 10, rounded up. He is able to place himself into a state of conscious trance. In this trance he has the ability to see into other planes of existence. The visions seen are clear and precise.

A Character with this power can use Astral Powers, Planar Travel and other trans-dimensional spells with an increased chance of success if he learns them. He will subtract his EL times two from his roll. In summoning, when the power is used, he will subtract his EL. These subtractions are in addition to the normal EL Modifier that is used in magic.

Earth Powers[edit]

As for Aerial Powers. This attribute applies for Earth Elementals and Earth Powers. It also grants the ability to communicate with animals that spend a majority of their time in the earth (moles, shrews, etc).

NOTEThe affect is gained for animals only. It grants no power to speak to insects, nematodes, etc.

Emotional Curse[edit]

The Character is cursed with an exaggerated form of a particular emotion. The exact emotion is left to the discretion of the Referee. Until it is cured, it will affect the actions attempted by the Character. The emotion may be directed, operating when a certain person or thing is encountered, or general.

All Curses have a means for placating them. They may be dispelled magically, if a magic-user can be found that will attempt to do so.

EXAMPLE — A Character is cursed with despair. He will have no morale. At the slightest setback, he will surrender or give up.

The Referee will decide when rolls for the curse effect should be taken. If the Character does not roll less than or equal to his Will, he is affected.

Empathic Power[edit]

Increase Native Empathy by 1D6+5. (See Supernatural Agility for the proper application of this increase).

The amount of his Native Ability increase times 8 is his percentage chance of communing with other creatures. (The amount times 4 is used if the creature is normally hostile to the Character’s race). Its range equals the amount of the increase (a diameter). The attempt may only be made once per encounter. If it works, contact is established with all members of the species that are in range.

When a successful attempt is made, the creatures communed with will not attack unless they feel compelled to do so. (By being attacked, encroachment on territory, theft, etc.). The Empath will be able to tell the emotional state of any creature that he is communing with one phase before it reacts to it. The range for this power equals the Character’s rating. Its duration is one turn per point of increase. No Mana is required to use this talent. Each attempt costs energy equal to his increase (deduct from EnL).

People with this talent are Natural Magicians for Sidh Magic, Elder Witchcraft and as Bards.

EXAMPLE — Lokier rolls a 2. His Emp increase is seven. His Twelve becomes nineteen. His range with the power is seven. Each time it is used it remains in force for seven turns and reduces his current EnL by seven. He may attempt it seven times a day.

Fanatical Power[edit]

The Character is tied to the Alignment from which his power is gained. He must align with that force. He is naturally capable of communicating with all creatures that are aligned with it.

Elder and Sidh Fanatics will be capable of entering both the Lower and Upper Worlds, Shamanic Fanatics may enter the Lower World. All other fanatics may enter the Upper World.

The EL of a Fanatic equals:

(Wil+Emp)/10, rounded down 

All other factors of the power’s use are as specified for Innate Powers. The Referee, at his discretion, may assign other powers and detriments to Characters with this nature. (As he deems necessary to maintain Balance). Fanatics may not have a fanatic tie with any other force. If one is rolled, re-roll.

Fire Powers[edit]

As for Aerial Powers. Applies for Fire Powers, Dragons and Fire Elementals. If your campaign has non-supernatural animals with fire abilities it will apply for them also.

Forest Kin[edit]

The character is innately tied to the wood. He can communicate with any beneficent force that is native to the forest. He is also innately able to use the Forest Powers family of spells.

A creature he can communicate with will not attack a Character with this gift. He will be viewed as a member of the Sidh by any Sidh creature he encounters. He is innately able to understand any Sidh tongue (understand not speak) at EL80. He can speak Tongue of the Wood at EL60.

These characters are compelled to defend the forest and its creatures. They have no option in this regard. The Referee may allow one Will roll if the player wishes to delay doing so. Making it allows him to wait WilB×3 turns before acting.

NOTEThe negative form of this gift also exists. Such people are tied to goblins, forest giants, etc. They are compelled to damage the wood and slay its good creatures. They do use Forest Powers. If the Referee is so inclined, he can allow the Character to roll 1D2*. A result of 1 indicates the normal form, a 2 the negative form.

Immunity[edit]

The Character is totally immune to the affect of a specific power. Consult the Immunity Table 17.41 and determine what the immunity applies for. The Character cannot be damaged in any way by that power.

EXAMPLE — Baba has Iron immunity. No iron item can harm him.

NOTEIf the immunity determined does not fit the nature of the character’s race re-roll it. For example, no Elf or Faerry can have iron immunity.

Innate Powers[edit]

The Character is naturally able to use a spell of the Alignment specified. See §10.12 for the rules on casting Innate magic. If the spell determined is a family spell, his talent will allow him to use one of those applications. Determine which randomly.

The EL of an Innate Power equals the Character’s (Wil+Emp)/20, rounded down. Points gained for success may be applied towards the MEL in its use. Normal Expertise is not applicable to these powers. The EL increases only as the characteristics involved increase. The Mana Cost to use this spell is as normal for magic-users. Innate Powers may be derived from more than one alignment. No alignment tie is derived from Innate Power. (See Fanatical Power).

All characters with an Innate Power are immune to that power at their EL. If the power they wield is part of a family spell, they have the granted immunity for every spell in that family.

EXAMPLE — Johan has EL3 Fireswarm as an innate power. He gets EL3 immunity against all Fire Powers spells.

Intellectual Power[edit]

The Native Intelligence of the Character is increased by 1D6+5. (See Supernatural Agility for the proper application of this increase).

Any person with this talent is considered to be a Natural Magician for all Wizardry spells if he is trained as a Wizard, and are considered Natural Magicians if trained as as Druids or Mashmashu.

Invisible Sight[edit]

A Character with this power can see any invisible object. His Range equals Emp divided by 5, rounded up. In addition, the Character will add his Empathy to his chance of disbelieving any Illusion that he sees.

Mana Reading[edit]

When in the presence of mana, or those that are capable of casting mana, the Character will be able to determine its Alignment, Relative Power and, if a spell, a basic purpose. The EL and MEL for this are as specified for Innate Powers. The Range equals the Character’s Wil divided by 10, rounded down. No Mana Cost applies to the use of this power. Each use costs one energy point. Success is automatic. It may be used once per EL in a given day. (If EL5 you may read mana five times a day).

When this power is used gain 1D10 MEP. These points may not be gained more than once per day. For each use after the first use, one MEP is gained.

Mana Sensing[edit]

The Character is able to detect the presence of spells. The Range is equal to his Emp divided by 5 rounded up. No Mana or Energy Cost applies in using this talent. Success is automatic. The knowledge received by the Character will be the Relative Strength of the Magic and nothing else. No MEP gain applies for the use of this talent.

Mental Curse[edit]

The curse affecting the Character will make it impossible for him to perform a given action, forces him to react in certain ways or rob him of some or all of his memories. The effect that applies is at the discretion of the Referee. Resistance to the curse is as specified for Emotional Curses.

Mental Invulnerability[edit]

A Character with this attribute is totally immune to Telepathic Powers, magical Detection (including Mana sensing and Mana reading) and Soul Sight. He is immune, at an EL as specified in Innate Powers, to all spells that affect the mind of their victims. (See Immunity, in §17.2.6, for the proper method of handling immunity). Characters that have this attribute make poor magic-users. Effectively, they are deadened to the flow of magic about them. If the Player chooses to become a magic-user, the following restrictions apply:

  • A) His Casting Speed, starting experience gain, starting expertise gain and the maximum Base Mana Cost spell that he can learn are all reduced by 50%, rounded down.
  • B) He receives no increase in his MDV due to his MEL.
  • C) The Character’s Mana Level is used at 1/2 value, rounded down, in determining his Casting Ability.
  • D) He may never learn any supernatural language.
  • E) He may not learn any spell that has a Base Mana Cost higher than his Mana Level/3, rounded down.
  • F) In casting magic, his EL modifier equals his EL instead of EL×2.

NOTEOnly Humans can have this Special Attribute, unless it is cast on a member of another race as a curse. If it is rolled for a non-human Character, re-roll.

Natural Magician[edit]

The Character is naturally capable of manipulating Mana. Whether he receives the proper training or not, he will be capable of using magic. If he is trained, in addition to his natural gift, he can increase his power to legendary proportions. The attributes of the Natural Magician are:

  • A) Untrained, the Character will gain mana at the rate specified for trained Wizards. It trained, any Mana that he has and all future increases are doubled.

EXAMPLE — A Natural Magician has 12 Mana Points. On completion of his training, he increases to 24. When he increases to his next level, if his Mana Level is 5, he will gain 10 Mana Points.

  • B) All Natural Magicians have any two of the following attributes: Supernatural Will, Intellectual Power and Empathic Power. Roll 1D3 to determine the one the character does not have.
  • C) Natural Magicians recover expended Mana at a faster rate than normal. When resting he adds MEL×2. At other times he recovers (Wil+Emp)/5 + MEL/3,

rounded down. (See §2.4.11)

  • D) The number of Mana Points that he may cast in one phase is twice that normal for his MEL and EL, if he is trained.
  • E) Natural Magicians may learn and cast any type of magic they are natural for. The cost to gain the knowledge is 1/2 that normal, rounded up.
  • F) They can cast shamanistic magic without the need to first cast Orient Self.
  • G) Natural Magicians have the ability to use Mana Sensing.

Other attributes of this extremely talented individual are at the discretion of the Referee.

IMPORTANT — Trained Naturals, i.e. persons with Intellectual or Empathic Power as the source of their talent only receive benefits C, D, G above.

Other Powers[edit]

The Referee can assign the Character any attributes that he desires. As examples, the Character can be winged, have infravision, have the power to walk through walls, etc. The Power assigned is limited only by the Referee’s decision. It can be anything.

Physical Curse[edit]

The Curse either diminishes some physical attribute or places some horrid physical growth or deformity on the Character. The attributes assigned are at the Referee’s discretion. If characteristics are diminished, they will be reduced by 1D6+MEL, with a minimum rating of zero, for as long as the Curse lasts. The MEL of the curse is 2D10+4. Its EL is 1/2 MEL, rounded down.

No resistance is possible against the effects of a Physical Curse once it is in force. It may be cured magically or by placating it as specified for Emotional Curses.

Physical Power[edit]

The Character’s Native Strength is increased by 1D6+5, or to a rating of 16, whichever is higher. Native Stamina is increased by 1/2 the amount of the Strength increase, rounded up. (See Supernatural Agility for the proper application of this increase).

The increase in the Characteristics will affect the Height and Weight of the Character. The Character will add 3 to his Weight roll and add 1 to the final multiplier determined if his height is 72" or more.

EXCEPTION — The height increase gained may not increase the Character’s height by more than 1.2 times the original height determined for him, round up.

EXAMPLE — A Dwarf Male Character has Physical Power. His rating is 10. His Native Strength is 5, Native Stamina is 19. Native Strength is increased to, 16. He adds 11 instead of 10 to achieve that value. Native Stamina is increased based on the rolled increase, in this case 5. His native Stamina increases to to 19+(10/2), 24. His original height was 45". His new Strength and Stamina, would increase his height to 55" except that the new height may not exceed 1.2 times his old height. He is therefore, 45×1.2, 54" tall Always round down.

Shadow Weaver[edit]

The Character is able to warp and use the substance of Shadow to his own benefit. The basic powers are:

  • A) The Character can move through Shadow invisibly. He uses the Shadow Invisibility spell (see §13.3) at will and is not required to cast this spell. Whenever he enters a shadow, and chooses to be invisible, he pays the Mana points required for the EL used and is. If trained, he may use an EL less than or equal to his innate EL.
  • B) The Character can create Shadow Warriors. See the Shadow Magic Create Warriors spell in §13.3 for details. The Warrior created has the form of the Shadow used to create it. The Character may not use his own Shadow for this purpose.

Shadow Weavers may command any number of warriors without suffering restrictions. Treat it as an innate power in all ways unless the Shadow Weaver is trained. Once he is trained, this spell starts at his Innate EL, can be cast at that EL or lower and can draw from either the Casting Ability or the Energy Level.

  • C) The Character can see in any darkness without cost. He see in the dark as well as he can in the day. His sight is as good as an Elf at night and as good as a man in the day. See the Shadow Magic Dark Sight spell in §13.3.
  • D) The Character can send his own Shadow away to perform errands and other tasks for him. See the Liberate Shadow spell in §13.3 for details. He may liberate his own spirit, with no EL modifier, at his innate EL. He may operate as normal while it is gone except he may not cast Shadow Magic. If trained, he casts the spell at 1/4 mana cost, rounded up, at any EL less than or equal to his innate EL and receives the normal EL modifier. He may not liberate another person’s shadow unless he is trained.
  • E) The Character’s EL in all talents equals his Empathy divided by 5, rounded down. His MEL can be increased as normal.
  • F) The Character’s Starting Mana Level is doubled.

The powers of a Shadow Weaver only work in a place that has Shadows in it. Total light and total darkness negate his ability to cast shadows. Starting factors, MEL, Casting Ability, etc. are as specified for Wizards. Use Empathy as the prime characteristic. If a character also has Empathic Power, he gets double the benefits listed above and may only cast Shadow magic.

Shadow Weavers are totally immune to affect by any force of Shadow, including Shadow magic cast by anyone else. They are expected to act against forces of darkness and light. Failure to do so, repeatedly, can result in the loss of this talent. If this occurs, they will be hunted by forces of Shadow unto death.

Shape Changer[edit]

The Character is capable of taking the form of a specific type of creature or animal for any duration desired without the expenditure of mana. He is not required to possess any portion of that animal to make the change. He does not have the power to change into any other form of animal. The animal that he can take the form of is at the Referee’s discretion.

All Shape Changers will have the Animal Power talent for the creature that they can take the form of. When a threat exists to that creature, fury will result without any chance of controlling it. The Character will always take his animal form when furious. His MEL and EL are as specified for Innate Power.

Shape Master[edit]

People with this attribute are extremely potent shape changers. They can take the shape of anything, living or otherwise, that they have ever touched. If they have also “tasted” that item or thing, they gain every attribute it is naturally capable of using while he is in that form.

NOTENaturally capable means those things that are a genetic/supernatural feature of the being. It does not apply to learned skills the being may have. If you taste a dragon, you can breath fire and are immune to it. You do not gain any magic it has learned.

For an inanimate object “tasting” requires the master to remain in contact with it for 20−EL phases. Once it is tasted, the caster can change into an identical item (the same size and weight). He has no limitations in doing so.

EXAMPLE — A shape master is obsessed with a courtesan. He manages to taste her favorite dress. He can become that dress. Sooner or later she will put him on, he grins.

With animate objects he may maintain contact for 20−EL minutes or consume one ounce of the creature’s blood. Either grants the power transfer forever.

He can choose to change for up to EL+1 hours before he has to reapply the change. The energy cost to use this power equals the number of hours the change is to last. If he is confronted by the being whose form he is wearing, he is forced into his normal form and stunned for one phase. Shape Master’s can force shapes on others. The cost when the power is used in this way is doubled. He must touch the person to be changed for however long it takes him to cast the needed points. The limitations and other factors of his gift are as listed for the Transmutation spell. To determine MEL, see Innate Magic in [[Magic#10.12 Innate Magic|§10.12].

Supernatural Agility[edit]

The Character’s Native Agility is increased by 1D6+5. Regardless of the original Agility rating, the minimum rating for Agility, after this value is added, is 16. Use the new Agility rating as the Character’s Native Ability.

EXAMPLE — A Character has a Native Ability, in Agility, of 6. He rolls a 2 on 1D6. Because an increase of 7 would not increase Agility enough, his Native Ability is increased to 16. If his assigned multiplier is set at four, this yields a Maximum Ability of 64.

IMPORTANT — The rolled increase in Native Ability, due to this attribute, is also added to the Character’s Current Ability before any characteristic points are applied to it.

EXAMPLE — The Character rolled a 7 but must increase by 10 to reach 16. His Native Agility is 16 after it is modified by this Special Attribute. The starting Current Ability of the Character, in Agility, equals his Natice Ability of 16 increased by 7, i.e. 23 before any characteristic points are applied to it.

People with this talent are Natural Magicians if trained as Kalu or Qadisthu.

Supernatural Dexterity[edit]

As for Supernatural Agility except Dexterity is affected.

Supernatural Eloquence[edit]

As for Supernatural Agility except Eloquence is affected. People with this talent are Natural Magicians for Chaos Witchcraft.

Supernatural Power, Lower[edit]

The Character is attuned to the Sidh forces of the Lower World. He has the natural ability to use all Sidh Magics, as for the Alfar. When he encounters Elf or Faerry parties he will be treated as one of the Alfar.

The Character is innately able to understand, and speak, all Sidh tongues. His EL equals Em×2 or 80, whichever is less.

All Non-Sidh Elder or Kotothi parties that encounter the Character will relate to him as they would to an Elf.

Supernatural Power, Upper[edit]

The Character can communicate with any creature or person, native to the Upper World, that is aligned with Law, Chaos or Balance. Whether it is a creature, person or thing is irrelevant. He has the ability, as for Mana Sensing, to detect forces native to this realm. Finally, he has the innate ability to use all Astral Power spells. The Character’s MEL and EL for Communicate and Astral Powers, are as specified for Innate Powers.

IMPORTANT — The communication ability does NOT grant the ability to speak every Upper World supernatural language. He innately knows the Tongue of Tehuti only. This attribute is derived from Balance.

Supernatural Stamina[edit]

As for Supernatural Agility except Stamina is affected. The amount of increase in Stamina does not apply in determining the Height of the Character.

EXAMPLE — The Native Stamina is 14. It increases to 20. 14 is used in the equation for determining the Character’s height.

Supernatural Will[edit]

As for Supernatural Agility except Will is affected. Characters that have this attribute also have The Evil Eye if their rating is 11.

Three Attributes[edit]

As specified in the table.

Two Attributes[edit]

As specified in the table.

Wild Power[edit]

The MEL and EL for this ability is Wil divided by 10, rounded up. The chance that the character can control what occurs when he uses his gift is (MEL+EL)×2. If he makes this roll he can specify any spell or affect he wishes. If not, the power operates as it wishes. On such a failure the Referee will roll a random spell. It will go off, after the needed energy is paid, at the MEL and EL of the caster.

EXAMPLE — The player wants to blast a giant with a bolt of lightning. He is MEL6/EL6. He fails on his 24% chance of control. The Referee determines that the spell that is actually cast is Transmutation. If it succeeds the Giant is transmuted into something equally random.

Water Powers[edit]

As for Aerial Powers except the connection is with Water Powers, Water Elementals and marine mammals.