1 | Acid Attack: Acid deals a die of damage 1 step below normal for the creature's HD for HD rounds. |
2 | Acid Blood: When an attacker inflicts damage in close range to the creature they must make an agility test or suffer a damage die 1 step below the normal for the creature's HD. |
3 | Cause Blindness: Blinds a target for 1d4 rounds per HD. The target receives 2 negative dice for any action that relies on vision. |
4 | Imprison: The creature imprisons a target in a viscous substance, requiring the victim to make a physique test to escape. |
5 | Earthquake: Causes an earthquake up to far range, collapsing building and causing other damage. Creatures in the area must make an agility test or are knocked to the floor. |
6 | Tunneling: Can move through solid earth as normal. |
7 | Destroy Metal: Metal objects that touch the creature's body are damaged and become useless. When an attacker hits the creature, they must make a luck roll to see if their weapon is ruined. |
8 | Destroy Wood: Wooden objects are destoyed if they come into contact with the creature's skin. When an attacker hits the creature, they must make a luck roll to see if their weapon is ruined. |
9 | Lacerate: After the attack, the target receives a negative die to all physical actions for HD rounds. |
10 | Corrode Minerals: Rocks and other minerals can be dissolved by the creature, allowing it to pass through walls. |
11 | Animate Object: Gives a life to inanimate objects, transforming them into monsters under the creature's command. The creature can animate a number of objects equal to its HD. |
12 | Suffocation: Drains the air from its victims' lungs. |
13 | Repulsion: Makes it hard for creatures of a certain type (referee's discretion) to approach. Characters can resist with a willpower test. |
14 | Bleeding: In addition to normal damage, this attack causes bleeding, making the target lose a damage die 1 step below normal for the creature's HD per round until the wound is treated. |
15 | Necrosis: This attack causes necrosis and the victim loses 1 point of physique or agility per day until a cure is found. |
16 | Disease: Causes grave and potentially deadly disease (referee may impose attribute damage, negative dice and loss of HP). Victims can make a willpower test to resist it. |
17 | Incubation: An egg or seed is inserted inside the target and it will generate another monster in a set amount of time, leading to the victim's death. |
18 | Drain Attribute: Victim loses 1d4 points of a specific attribute. The target can usually resist with an appropriate attribute test. |
19 | Power vortex: Summons an energy storm that affects all creatures in nearby range who suffer a damage die 1 step lower than normal, unless they make an agility test for half damage. The storm lasts for HD rounds. |
20 | Confusion: Makes victim confused and disoriented, receiving a negative die to all actions for a number of rounds determined by the creature's damage die. |
21 | Freezing Attack: In addition to normal damage, targets must make physique tests or are frozen, imprisoned and incapable of moving for HD rounds. |
22 | Command plants or animals: Can command a number of plants or animals up to the creature's HD. |
23 | Curse: Curses a victim who can resist with a willpower test. The referee will come up with the curse effect (which can have mechanical and narrative effects). Additionally, the target's luck die is lowered by 1 step until the curse is broken. |
24 | Create Barrier: Creates a barrier to hinder or stop movement. Barriers can also inflict damage with thorns or blades. To overcome a barrier, characters will need to make a physique or agility test. |
25 | Instant Death: Kills target instantly unless it passes an appropriate attribute test. |
26 | Slow Death: Target acquires a malady that kills them slowly. They suffer a damage die or loss of attribute points daily and cannot heal this unless a cure is found. |
27 | Drain Life: Causes a damage die 1 step lower than normal but the creature regains the same amount of HP. |
28 | Dimensional Confinement: Imprisons a target in an extra-planar space. The victim can only be freed by killing the creautre. |
29 | Multidimensional: The creature exists in multiple plans, hopping from one to another in the blink of an eye, Every time the creature is hit, the attacker makes a luck roll to determine if the creature did not hop to another dimension the moment it was being hit, avoiding damage. |
30 | Drain Memories: Target loses memories, making it harder to remember information. A luck roll is made to determine if a particular subject or spell was forgotten. One memory is forgotten per attack. This effect is permanent. |
31 | Electric Damage: When hitting a target with this ability, creatures within close range must make a luck roll or suffer a damage die 1 step below normal. |
32 | Electric Creature: Electricity runs through the creature's body and those carrying metal objects that touch it must make a luck roll or take a damage die 1 step below normal. |
33 | Magnetic Field: Weapons and armor made of metal that make contact with the creature can becomes tuck unless the attacker makes a physique test. |
34 | Scare: Forces targets that see the creature to make a willpower test or suffer a negative die on all tests against it. |
35 | Dominate: Can dominate the mind of a number of creatures equal to its HD. Victims can resist with a willpower test. |
36 | Induce Rage: Targets within nearby range must make a willpower test or be driven into a rage, attackig anyone within close range in the most violent way they can for a number of rounds equal to the creature's HD. |
37 | Cause Apathy: Causes apathy in up to HD targets (who can resist with a willpower test). Those afffected must make a willpower test to act each round. |
38 | Cause Ecstacy: The creature's touch causes ecstasy, paralyzing victims with pleasure for HD rounds, unless they pass a physique test. |
39 | Sleep: Can put to sleep all opponents within nearby range. Targets can resist with a physique test. |
40 | Incendiary Attack: This attack can set a target on fire, causing the same amount of damage on the following rounds unless the victim makes an agility test to dampen the flames. |
41 | Flaming Body: Anyone within close range receives a damage die 2 steps below normal for the creature's HD. |
42 | Explosion: Causes an explosion that deals 1d6 points of damage per HD to anyone within close range. An agility test can reduce this damage to half. |
43 | Hallucination: Alters the target's perception, making him believe in things that are not there. Targets can resist with an intellect test. This lasts for HD turns. |
44 | Project Illusion: Affects an area up to far range, creating an illusion that affects all senses. Can be resisted with a willpower test. |
45 | Freezing Aura: Affects an area up to nearby range, dropping thee temperature to a level below freezing. Targets need to make a physique test to avoid being frozen into place. |
46 | Crush: Target is crushed by the creature and can make a physique test per round to escape or suffer a damage die 1 step lower than normal. |
47 | Immobilize: Targets within nearby range must make an appropriate attribute test or cannot move for 1d4 rounds per creature's HD. |
48 | Induce Insanity: A target up to far range must make an intellect test or acquire a madness relating to the creature. To cure himself, the character will need a number of years equal to the creature's HD. |
49 | Cause Stupidity: Affects on target per creature's HD if they fail an intellect test. The affected become stupid and unlearned, incapable of taking intelligent actions, remembering languages and spells. This usually lasts for HD hours. |
50 | Spread Shadows: An aura of shadows extends up to nearby range, blocking the vision of anyone within this space. |
51 | Shadow Step: The creature can travel through shadows, covering great or small distances. |
52 | Ethereal Form: Can assume an ethereal form, becoming immune to physical attacks and can enter hard to reach places. |
53 | Augmented Senses: The creature has sharp senses, sensing slight changes in its surroundings. Character's receive a negative die when trying to deceive it. |
54 | Extra Senses: The creature has an additional sense like thermal vision, sonar, E.S.P., aura vision, etc. |
55 | Multiple Attacks: Can make additional attacks per round up to their total number of HD. |
56 | Bad Luck: Double the chances of random encounters for up to HD creatures who fail a willpower test for HD days. |
57 | Drain Magic: Up to HD targets within nearby range become unable to cast spells if they fail a willpower test. This lasts for HD turns. |
58 | Telekinesis: The creature can move objects or beings (physique test to resist) with its mind and can make attacks with this power. |
59 | Steal Memories: Steal the memories of up to HD targets, becoming able to assume their personalities. Can be resisted with a willpower test. |
60 | Duplicate Appearance: Can assume the appearance of a touched target for up to HD days. |
61 | Fly: The creature can move through the air with freedom, avoiding obstacles and hazards. |
62 | Scale Surfaces: Can move over walls, ceilings and other non-horizontal surfaces like a spider. |
63 | Amphibious: Can live and act freely on land and water. |
64 | Impair Movement: A target up to nearby range needs twice as much effort and actions to move unless they pass an appropriate attribute test. This lasts for HD turns. |
65 | Open Portal: Open portals to other places and planes that can last for up to HD turns. |
66 | Poison: The creature's attack is poisoned with a substance with an intensity equal to its HD. |
67 | Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again. |
68 | Enlarge or Reduce: The creature can increase or decrease its size, improving or reducing its HD and damage die 1 step. Some creatures can use this power on other targets. Can resist with a physique test. Lasts for HD turns. |
69 | Reproduce Sound: Can imitate any sound heard in the last HD days. |
70 | Sonic Attack: Can emit a specific frequency capable of damaging living beings and/or structures within nearby range/ Those who fail an agility test suffer the normal damage for the creature's HD. Success indicates half damage. |
71 | Spell Casting: Can cast spells as a Magic User. Treat as having a willpower of 10 + HD and knowing a number of spells equal to its HD. |
72 | Regenerate: Regenerates a number of HP per round equal to its HD. |
73 | Cause Deformity: A target touched by the creature is deformed unless it passes a physique test. The deformity can have various effects, from social rejection to attribute damage. |
74 | Animal Form: Can assume up to HD different animal forms. |
75 | Energy Ray: The creature can fire an energy ray that does 1d6 points of damage per HD to a terget up to far range that fails an agility test. |
76 | Reinforced Carapace: Grants damage reduction of -1d or -2d on the dice chain. |
77 | Invisibility or Camouflage: The creature can become invisible or can use camouflage, requiring an intellect test with a negative die to be detected. |
78 | Immunity to Mundane Attacks: The creature can only be harmed by magical attacks and weapons. |
79 | Magical Immunity: The creature is immune to magical attacks and weapons. |
80 | Variable Immunity: The creature is immune to a certain type of attack (fire, metal weapons, electricity, etc.). |
81 | Magical Resistance: Receives a positive die to resist magical effects. |
82 | Divide: The creature can divide itself into several copies, splitting its total HD between them. The copies keep all other stats normally and attack as if having its total HD. |
83 | Reflect Attacks: Can reflect a number of attacks per round equal to its HD. The creature makes an attack against the attribute used in the original one to hit the target. |
84 | Invoke Ally: Can summon a similar creature of the same amount of HD. A character can make a luck roll to avoid this effect. |
85 | Immortal: The creature cannot die naturally and a condition must be met for the creature to be truly killed. |
86 | Teleport: The creature is capable of moving through space with just its thoughts, changing locations instantly. This can be used a number of times equal to its HD per day. |
87 | Thorns: The creature has thorns over its body, making everyone within close range make an agility test to avoid taking HD points of damage. Some of these creatures can expel these thorns up to nearby range, causing normal damage according to its HD. |
88 | Read Minds: Can read the minds of everyone within far range, making it impossible to surprise this creature in combat. Additionally, it receives a positive die in its attacks and imposes a negative die on attacks against it. |
89 | Absorption: Can absorb the energy of a specific type of attack (kinetic energy, magic, fire), transforming the potential damage into healing. |
90 | Swallow: On a critical hit (or by taking the target to its mouth with another attack), the creature swallows the victim, who will suffer the normal damage of the monster per round automatically. The target can escape if he inflicts the number of HD the creature has in damage in a single attack. |
91 | Disintegrate: Can disintegrate matter within far range with a ray up to HD times per day. If used as an attack, the ray kills any creature who fails an agility test. Those who succeed suffer 2d6 points of damage per HD. |
92 | Duplicate: Can generate up to HD illusory copies of itself. Copies can be distinguished with an intellect test. |
93 | Improved Damage: The normal damage of the creatures HD is increased by 1 step on the HD table. |
94 | Psychic Attack: All enemies within nearby range must make a willpower test or suffer a damage die 1 step lower than normal and receive a negative die for all actions for HD rounds. |
95 | Silence: A point affecting an area with nearby range has all the sound silenced. This lasts for up to HD rounds. |
96 | Turn to Stone: Victims that look into the creature's eyes must make a physique test or be turned to stone. |
97 | Create Matter: Generates matter of a specific type (wood, stone, gold, crystal) of a volume equal to a cubic foot per HD per day. |
98 | Time Travel: The creature can travel to the past or the future of its location. |
99 | Foresee Future: The creature can see into the future up to HD decades. |
100 | Combine two abilities into one. |
Great job integrating all of this stuff, you've definitely outdone yourself here
ReplyDeleteThanks! This is definitely the most involved HTML/javascript project I've done yet, although largely due to the sheer size of the tables than the complexity per se. If I have time I'd like to add in the amalgam options but that's just going to be a huge pain to code, even though I don't think it would be that complex per se :/. Anyway I'm hoping to use this as a skeleton for future projects, we'll see...
DeleteAmazing 🌹
ReplyDeleteThanks :)!
DeleteTruly wondrous.
ReplyDeleteI can't believe I haven't seen this before. This is great stuff!
ReplyDeleteSharp Swords & Sinister Spells is a great game :). I've got various other generators from other games, like Hubris, and also plenty of my own stuff on this blog.
Delete