ST 10 [0]
DX 10 [0]
IQ 12 [40]
HT 12 [20]
Base dmg: 1d-2 thr, 1d-1 sw
Basic Lift: 20 lbs
HP 10 [0]
Will 14 [10]
Per 14 [10]
Basic Speed 5.5 [0]
Basic Move 5 [0]
Culture: Creole [0]
Language: Creole (Native) [0], English (Broken) [2], French (Accented) [4]
Wealth: Poor [-15]
Status: Status 0 [0], no Rank
Only in swamp: -30%
Half power in swamp: -15%
Animal Empathy [5]: You are unusually talented at reading the motivations of animals. When you meet an animal, the GM rolls against your IQ and tells you what you 'feel'. This reveals the beast's emotional state - friendly, frightened, hostile, hungry, etc. - and whether it is under supernatural control. You may also use your Influence skills on animals just as you would on sapient beings, which usually ensures a positive reaction.
Chameleon (Only in swamp -30%; affects sound, sight, and smell +40%) level 2 [11]: You can change your surface pattern to blend into your surroundings. In any situation where being seen is a factor, you get +2 per level to Stealth skill when perfectly still, or +1 per level if moving. Clothing reduces this bonus to +1 per level when you are motionless, with no bonus if you are moving (unless the clothing is, in the GM's opinion, camouflaged relative to your current environment).
Detect (Supernatural Phenomena/Beings) [30]: You can detect a specific substance or condition, even when it is shielded from the five human senses. This requires one second of concentration, after which the GM will secretly make a Sense roll for you (see Sense Rolls). The range modifiers from the Size and Speed/Range Table apply. You may buy a special Acute Sense to improve the roll, thereby increasing your effective range.
On a success, the GM tells you the direction to the nearest significant source of the substance, and give you a clue as to the quantity present. On a failure, you sense nothing.
Detect also includes the ability to analyze what you detect. This requires an IQ roll; the better the roll, the more precise the details. For instance, if you had Detect (Metal), you could tell gold from iron on a successful IQ roll, and might learn details - such as whether the gold is in the form of ore or bars, and its precise purity - on a critical success.
Enhanced Move 2 (Ground; Swamp only -30%) [28]: You can really move! Each level of Enhanced Move doubles your top speed in one environment. Ground speed: 20 yards/sec.
Enhanced Move does not affect Basic Speed, Basic Move, or Dodge. Its benefits apply only when moving along a relatively straight, smooth course (see Sprinting). It does have some defensive value, however: those who attack you with ranged attacks must take your speed into account when calculating speed/range modifiers.
Magery 3 [35]: The GM makes a Sense roll when you first see a magic item, and again when you first touch it. On a success, you intuitively know that the item is magical. A roll of 3 or 4 also tells you whether the magic is helpful or dangerous, and about how strong it is. Those without Magery do not get this roll! Higher levels of Magery make it much easier to learn and use magic. Add your Magery to IQ when you learn spells. For instance, if you have IQ 14, Magery 3 lets you learn spells as if you had IQ 17. Add your Magery level to Perception when you roll to sense magic items, and to IQ when you learn Thaumatology skill.
Reduce the time required to learn new spells in play (but not the point cost) by 10% per Magery level, to a minimum of 60% of the usual time at Magery 4. For instance, with Magery 3, you would learn spells in 70% the usual time.
Powerful spells require a minimum level of Magery as a prerequisite, so be sure to skim the Spell List when deciding how much Magery you need. Note that high Magery lets you produce powerful results with even the most basic spells; see Magery and Effect. The GM sets the maximum Magery allowed to PCs.
Medium [10]: You can perceive and communicate with spirits - particularly spirits of the dead. You don't see them visually, but you know when they're nearby. You can speak with any spirit in your presence, provided you share a language. You can also call spirits to you; there is no guarantee that they will answer your summons, but they will hear it. Note that this trait does not give you a reaction bonus with spirits, or any power to control their behavior.
Precognition [25]: You receive glimpses of future events. You cannot control the content of these flashes - you just know that something interesting or important might happen, at some unspecified future date. You might learn this through visions, voices, or “sudden knowledge.” A vivid premonition of a terrible event might even require a Fright Check!
Precognition only gives information that your “future self could learn and that would matter to you. For instance, if you're in New York, you are unlikely to have a premonition about a random murder in Los Angeles. But if the victim was a friend, or if the killing was important enough to make national news, you might “flash” on it.
Nothing about the future is certain, though. Even if the GM has made up his mind, he could reconsider… although something related to the premonition should still happen. In most settings, predicted events will occur unless you take specific action to prevent them. (But the GM is free to rule that the future is immutable in his setting!)
Whenever the GM feels a premonition would be appropriate, he will secretly make an IQ roll for you - usually during an encounter with a person or object. For instance, meeting someone with an important event in his future might set off a premonition related to that event, especially if it would affect you in some way. Similarly, seeing a picture of a place could set off a vision involving that location.
A deliberate attempt to use Precognition requires 10 minutes of concentration, 2 FP, and an IQ roll at -8. You can attempt to read your own future, or that of another person. To deliberately read the future of someone else, you must be able to touch him.
Precognition is normally limited to “seeing” into the near future - perhaps a week or so. At the GM's option, however, a critical success or a very important event might result in visions from much further in the future.
Note that Precognition includes Danger Sense - do not take both.
Shapeshifting - Alternate Form (Rougarou) [?]: Like the werewolf of folklore, you can assume a specific form other than your own. This can be anything built with points: humanoid, animal, robot, etc. Create your alternate form as a racial template; however, you can switch it “on” and “off.” This template need not be a “stock” template. For instance, if you wish to retain human intelligence in beast form, you could shift into a template that lacks the beast's low IQ (although this increases the template cost and hence the cost of Alternate Form). The GM is the final judge of what templates are allowed as Alternate Forms.
While it is turned on, your Alternate Form's racial template replaces your native racial template. Apply its racial traits - attribute modifiers, racial advantages and disadvantages, etc. - instead of those of your native race. Personal traits (including all attribute levels, advantages, disadvantages, and skills bought over and above racial norms) remain intact, although your skill levels are affected by changes to the controlling attribute scores.
If the Alternate Form's racial template has traits that conflict with your personal traits, the traits of your Alternate Form take precedence. For instance, if you become a dolphin with No Manipulators, you will temporarily lose personal advantages that affect your hands, such as High Manual Dexterity, while you are in dolphin form - and some skills (for instance, Lockpicking) will be relatively useless, although you do remember them.
If you have a single Alternate Form, it costs 15 points for a racial template worth no more than your native racial template. A more powerful form costs 15 points plus 90% of the difference in cost between your native template and that of your Alternate Form.
If you have multiple forms, pay full cost for the most expensive form. The less powerful Alternate Forms cost a flat 15 points apiece. Minimum cost per form is still 15 points.
Example: Consider four racial templates: a -100-point “cuddly critter,” a 0-point human, an 80-point “ravenous beast,” and a 100-point troll. A human who can turn into a cuddly critter pays 15 points, as the cuddly critter template is worth less than his native template. A cuddly critter who can turn into a human pays 15 + (0.9 x 100) = 105 points, since the human racial template is worth 100 points more than his own. A human who can become a troll also pays 15 + (0.9 x 100) = 105 points. A human who can assume any of the other three templates would pay full cost for his most expensive form, the troll: 105 points. The ravenous beast and cuddly critter forms would cost the minimum 15 points apiece. Total cost would be 135 points.
Were-Creatures: To create the classic “were-creature,” start by purchasing any trait that applies in both forms - Infectious Attack, Vulnerability (Silver), etc. - as a personal trait. Next, buy an animal template as an Alternate Form. Since most beast templates are worth 0 or fewer points, this will usually cost 15 points, but powerful creatures (e.g., bears and tigers) may cost more. If the beast form is savage, the template should include such traits as Berserk, Bestial, and Bloodlust. Finally, apply limitations such as Emergencies Only, Unconscious Only, and Uncontrollable to Alternate Form, as applicable. If you can only change during the full moon, add a -40% Trigger limitation as well.
Shapeshifting Races: When creating an entire race that has Alternate Form, work out the details of Alternate Form last. Total the cost of all the race's traits other than Alternate Form, subtract this total from the cost of the template the race transforms into, and use the difference to calculate the cost of Alternate Form for the race. Add the cost of Alternate Form to that of the race's other abilities to determine final racial cost.
Example: Forest Dwarves can turn into sapient bears. Excluding Alternate Form, the racial traits of Forest Dwarves total 25 points. The bear template is worth 125 points. The difference is 125 - 25 = 100 points. Thus, the cost of Alternate Form is 15 + (0.9 x 100) = 105 points. This makes the Forest Dwarf template worth 25 + 105 = 130 points.
Speak with Animals [25]: You can converse with animals. The quality of information you receive depends on the beast's IQ and the GM's decision on what the animal has to say. Insects and other tiny creatures might only be able to convey emotions such as hunger and fear, while a chimp or a cat might be able to engage in a reasonably intelligent discussion. It takes one minute to ask one question and get the answer - if the animal decides to speak at all. The GM may require a reaction roll (+2 to reactions if you offer food).
The GM is free to rule that alien, unnatural, or mythical beasts don't count as “animals” for the purpose of this advantage.
Spirit Empathy [10]: You are in tune with spirits, and receive the benefits of Empathy when dealing with them. You can get a feeling for the general intentions of any spirit you encounter by making a successful IQ roll. As well, your Influence skills (Diplomacy, Sex Appeal, etc.) work normally on spirits, which sets you aside from most mortals. Spirit Empathy does not prevent evil or mischievous spirits from seeking to harm you, but at the GM's option, it might make it easier to detect and counter their plots.
Terrain Adaptation (Swamp) [5]: You can function at full DX and Move both on solid ground and on one particular type of unstable terrain.
Zeroed [10]: You do not officially exist. Even the highest authorities in the land know nothing about you. In a fantasy setting, you are a “mysterious wanderer”; magical divination cannot discover conclusive details about your past or true identity. In a high-tech world, you don't appear in the public records - and if computer databases exist, they contain no evidence of your existence. You must provide a reason for this; e.g., your parents hid you away at birth, you are legally dead, or you somehow managed to destroy all the records (explain how!).
To maintain this status, you must deal strictly in cash or commodities. Credit and bank accounts must be blind (keyed to pass-code, not a person - the “Swiss bank account”) or set up through a Temporary Identity.
If the authorities investigate you, they will initially assume that there has been an error. They will become increasingly concerned as no information can be found about your life. Eventually, they will attempt to apprehend you. If they can't find you, then they're likely to give up. But if they catch you, you are in for a thorough interrogation, possibly involving torture, mind probes, or worse. After all, a nonperson has no rights… and it will be very difficult for your allies to prove that you are being held, as you don't officially exist!
None noted.