MeG Gains new Creature Abilities and Spirit Abilities

When creating new opponents and creatures in MeG one can add either a fixed or a random feature for the creature.

Here we could add random ability that is POW+POW likely to appear for the creature from the ability feature list.

Here is a way to add specific feature. From Combat Style Trait-Close Combat feature list the Hooker is chosen as well as from Level list the Rab´ble is chosen. You could add several from the ability list by clicking on the ability and selecting the one you want and add it with the button

You can view the other possible items in the list with view items above or selecting the left hand side list (for example Ability) and scrolling down.

Here are some newly added ones.

Creature abilities

There are now more than 150 Creature abilities you can add to the creatures in MeG. Check the Features – Abilities.

The following ones come from Thennla supplements (Khakun Shrugs, Sorandib and others) .

  • Aura of Dread Upon first sight of him, onlookers must make an unopposed Willpower roll. On a failure, the character cannot act for one round. On a success, the character may act, but all rolls are one difficulty grade harder for one round. With a critical success, the character may act normally. With a fumble, the character may not act for 1d4+1 rounds.
  • Bloodless Does not bleed when cut and is immune to the Bleed Combat Manoeuvre.
  • Fluid Motion Ignores SIZ restrictions for abilities like Engulfing; moves fast in non-solid material
  • Horrifying Dreams This effect costs 1 MP to invoke. Unless the targeted character succeeds in an opposed Willpower roll he will suffer 1 point of damage to the head per round until he makes an unopposed Willpower check or 6 rounds pass.
  • Immune to Bleed
  • Immune to Stun Location
  • Psychic Attack 1d8 Damage to Magic Points. Does not cost Magic Points to use
  • Sonic Scream The scream covers a cone CON in metres. width of the cone is one quarter of the CON. Any in the cone suffers sound-based damage to all hit locations, Evade halves. A creature can only scream once in a specified time period (usually once per hour or once per day). Further attempts to scream within this time require the creature to pass Endurance rolls with each roll becoming one grade harder, or suffer a level of Fatigue. It inflicts damage equal to its Damage Modifier, even to solid objects made from ceramics and obsidian.

Spirit Abilities

There are now 48 Spirit abilities you can add to the spirits – check Features > Spirit Abilities. Following are the newly added.

Craving

The spirit can turns its victim’s darkest Passion into a Compulsion (p. 91). If the victim has no darker Passions, the spirit latches into the noblest Passion and corrupts it into an extreme form – turning Love (Childhood Sweetheart), for instance, into a Compulsion where the victim becomes excessively clingy and cloying, or domineering and controlling.

Source: Fioracitta

Drain

The spirit can drain its victim of some of their life essence, effectively inflicting a level of Fatigue as if they were suffering from blood loss (Mythras Core Rulebook, p. 71). This Fatigue is recovered at a rate of one level per day of complete rest. The spirit gains 1d2 Magic Points from this drain. The target resists with Endurance.

Source: Fioracitta

Weave

(similar to Demesne but the Weave distorts the spiritual and physical world within its area of effect and allows its other abilities to affect corporeal beings and spirits). Domination (creatures with INS or plants within its Weave, or people it has overcome in Spirit Combat and corrupted). Discorporate (only sleeping sapient creatures within the demesne of its Weave).

Source: Bird in Hand

Corrupt

(inflicts mutagenic features as a consequence of defeating them in Spirit Combat, randomly generate feature from Mythras page 275¸ it may also Dominate defeated victims).

Source: Bird in Hand

Endowment

Grant creature abilities (e.g., Flight, Venom) to the binder

Source: AiG

Grind

Dust Elemental or Spirit – Grind opponents with larger pieces of stone and grit whirling within its form, using its Damage Modifier to inflict wounds.

Source: Sorandib

Neutralise

Neutralise any power or condition rune. Allows spirit to counteract the magic or supernatural ability of an attacking creature or spirit tied to specified power or rune, providing the POW of spirit is greater than that of attacker

Source: AiG

Pain

Inflicts a possessed victim with grinding aches in their body which flare into shooting pain when he or she moves quickly or tries to concentrate. Any skill roll by the host must be equal or below Willpower else it fails due to distraction

Source: AiG

Smother

Dust Elemental or Spirit – It may attack any target within its volume with a Smother attack at a cost of 1 AP, and maintain the effect against several targets simultaneously at a cost of 1 AP per target per round. Victims must each spend 1 AP per round to defend against the attack.

Source: Sorandib

Steadfast

The spirit gains immunity to dismissal of any form. This does not mean it is immune to magical damage or spirit combat only that spells such as Banish or Exorcism do not affect it

Source: AiG

More about MeG

Starting Resources for a Mythras GM