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Human or human-like beings usually have Perks just like player characters, although they don’t have to meet the listed prerequisites if the Game Master doesn’t want them to. Some may have unusual back-stories or origins to account for this, but most foes don’t need balanced advancement like player characters. Other beings generally have Special Abilities. Some may be unique, some may mimic Perks, and some may work a little differently from a similar Perk and thus bear a unique description. Below are some of the most common found throughout the cosmverse with their game effects. If a foe lists a skill in parentheses (), that value is used for defenses only. This notation is useful when a creature is harder to affect with a particular interaction, but not completely immune.

  • Armor: The creature has scaly skin, tough hide, or even actual armor that adds directly to its Toughness. This number is already figured into Toughness.
  • Bite/Claws: Monsters with bite or claw attacks list a single damage value, such as: Bite/Claws: Strength +2 (14). Whether the attack is actually a bite or a claw attack doesn’t usually matter. If it does, the Game Master can decide.
  • Cloak of Darkness: Monsters with this ability gain a bonus to their Toughness equal to the visibility penalty of the darkness they’re in. A monster obscured by Dim shadow (a -2 penalty) gains a +2 increase to Toughness, for example. A horrid fiend in Pitch Black conditions has a +6 Toughness boost!
  • Dread: When they enter a Standard Scene, it immediately becomes a Dramatic Scene. Once they depart (or are defeated) the scene returns to normal on the next card.
  • Fear: When a character first encounters it in an act, he must make a willpower or Spirit test or be Very Stymied. Some particularly terrifying creatures may modify this result.
  • Flight: Flight uses the creature’s base move speed unless a different move is listed in the description.
  • Gloater: Anytime taunt or intimidation are Approved Actions, a Gloater may affect the entire party of player characters without incurring any Multi-Target penalties. The interaction attack doesn’t affect the party’s allies, only the player characters themselves. This results in the interaction effect (Stymied, Vulnerable, or Player’s Call) and takes a Destiny card at random from each of their hands.
  • Immunity: Immunity is a catch-all term for anything a creature can’t be affected by, from taunt to normal weapons. An Abomination can’t be harmed by radiation, for example, while a ghost might be immune to all but magical or silver weapons.
  • Insidious: If an Insidious villain performs a successful Approved Action, he discards a random Destiny card from each of the affected player characters’ Action Pools!
  • Large: A Large creature is anything roughly twice to five times the size of a human. All attacks against it gain a +2 bonus. Larger creatures tend to have more Strength, Shock, and Wounds than normal, see the chart below. Creatures may also get a boost to movement due to size or form.
  • Mindless: The creature has no instinct for self-preservation or capacity for conscious thought. It simply obeys the commands of its master, or attacks anything unlike it. Mindless creatures are immune to intimidation and taunt, but they can still be tricked! They ignore the effects of telepathy and similar spells or miracles.
  • Minions: When a villain with this ability is injured by an attack, he may make a simple reality skill test. If successful, the attack is somehow transferred to a nearby lackey instead. If there are no minions nearby (GM’s call) the ability has no effect.
  • Poison: If a creature with a poison ability deals damage equal to or greater than the character’s Toughness, the poison takes effect. The poison deals its listed damage or effect each round for a minute (6 rounds). After a minute the poisoned character must attempt a standard Strength test. If the test succeeds the poison effect ends, otherwise it continues for another minute.
  • Possibilities: Possibilities is a guide to how many, if any, of the listed characters or creatures might have Possibilities (and add the reality skill at a few adds if they do). The number in parentheses afterward is how many Possibilities they usually have.
    • Never means the creature can’t have Possibilities, such as a construct or a Gospog of the First Planting.
    • Rare means some small percentage of the listed beings have Possibilities. The Game Master should decide as fits the story. A nameless lieutenant the Storm Knights talk to in passing probably doesn’t, but Lt. Ortiz who they often work with should.
    • Common means that most beings of this type have Possibilities.
    • Unique beings and creatures simply list their usual number of Possibilities, and their reality skill is already listed in their statistics.
  • Relentless: The creature is tireless and ignores Shock completely. Fatigue has no effect. A relentless creature may still be KO’ed by Wounds, which usually represents its incapacitation or destruction.
  • Swarm: Swarms are composed of hordes of smaller, individual creatures. Eliminating one, or even dozens has no real effect on the swarm as a whole. Unarmed and crushing weapons deal base damage normally. Area attacks deal damage normally. Blades, bullets, or weapons that can’t hit dozens of creatures at once deal no damage at all. Each round, any character in contact with the swarm on its turn suffers two Shock. Large swarms have +5 Shock and +2 Wounds.
  • Undead: This loathsome thing is some sort of animated corpse. It may be a vampire, a zombie, a gospog, or some other vile horror. Undead are never affected by powers, spells, or abilities that affect breathing, eating, Fatigue, or other functions required only by the living. Such creatures always count as Supernatural Evil when determining the effects that Perks or powers have upon them.
  • Very Large: Anything the size of an elephant or car and bigger is Very Large. All attacks against it gain a +4 bonus. Larger creatures tend to have more Strength, Shock, and Wounds than normal, see the chart below. Creatures may also get a boost to movement due to size or form.
Creature Size/Type Base Shock Base Wounds
Human or smaller Spirit
Human/Elite Spirit 1
Human/reality-rated Spirit 3
Large Spirit+2 1
Large/Elite Spirit+2 2
Large/reality-rated Spirit+2 4
Very Large Spirit+4 3
Very Large/Elite Spirit+4 4
Very Large/reality-rated Spirit+4 5