Giftz are genetic benefits that specific races and creatures get. Brawn is a Gift, Bulk is a Gift, they are part of your DNA. Gobbo's can steal some of these Giftz and splice them into their own DNA to improve themselves.
A Gobbo's Gift is the ability to steal the Giftz of other creatures and adapt them to use - they gain this via the Evolve Gift. They do this using the Snicker and Smelter skills, and the ability is controlled by the Blood characteristic. The accumulated value of your Blood is the number of points of Giftz you may activate in your body. Blood of 3 means you have 1+2+3=6pts. Blood of 5 means 15pts. You lose Blood every time you die, so it is important to recover it. You dont lose Giftz you have gained, but you wont be able to gain new ones if your Blood drops too low.
When you implement a Gift you gain its benefits.
Some Giftz also give you a Skill, eg Magic Arcane will give you the ability to use arcane magic and the skill Spellz-Arcane which you use to cast spells. This skill will begin at tier 1 and must be bought up as other skills with Respect points.
Some Giftz may have levels of power, again such as Magic where you need to buy Words to increase your powers. This is done with Respect points (see Respect) once the Gift has been gained.
Some Giftz give you a one time boost and need to be taken again and again to gain the boost, they give you a potential that must be realised through Respect points. This applies to increases to characteristics, eg Sturdy will give you a potential to increase your Body characteristic one tier each time it is taken. So taking Sturdy from a Giant (Bulk=8) still only gives your +1 to your Bulk. But if you have a Gift of Bulk=4 you would need to find a creature with Bulk=5+ to be able to use Sturdy again. Even though you may take it many times it only counts as one Gift against your limits.
Most creatures will have more than one Gift, but only one of them can be harvested at a time. A Gobbo must specify which Gift they are going to snicker (harvest) before they make the skill roll. The skill roll is a Snicker vs 6. So to know which Gift they can try to snicker, they must have some idea that the target has it. If they don't then the attempt fails and that body is wasted (no further attempts can be made). Most Gifts should be fairly obvious, but some may require some observation or guess work to work out.
A single Gobbo can accept a Gift, if two Gobbo's try to use the same Gift from the same DNA source then one of them dies and reverts. So this means that each corpse that you harvest from can provide only one Gift and only one Gobbo can gain from it.
Some Giftz can be LOCKED, which is to say they come together whether you want it or not. A LOCKED Gift is free and is not limited by your Blood. Eg: Fanaticism is often LOCKED with Holy - you will gain a Fanatical belief in the God that the Holy Gift applies to. Once you have one LOCKED Gift you cannot get another LOCKED Gift with that same Gift, ie once you get Fanaticism with Holy you cannot get anything else locked to Holy (it simply doesn't take hold). You could potentially get another gift LOCKED to Fanaticism however, like Berserker! The cost to implement them in Respect points remains individual, so you might have Berserker but never implement it. The levels of the LOCKED Gifts do not have to be equal, you might get Holy at some point, then later on get Fanaticism, then later get Berserker, and the tiers might be spread out 5-3-1.
You can remove a Gift but any Respect points you have allocated to it will be lost.
Activation of a new Gift or new Gift potential, requires hatching from your egg - you implant the new DNA into the egg and hatch out with the benefit. This of course means your current gobbo must die, which is a natural thing (think of it as perfect cloning). You don't have to do this immediately, you can implant new Giftz and then sit on them for a time, till you die naturally (or un-naturally as it may be).
These are unique skills of Gobbo's, allowing them to gather vital DNA material from victims and implant it into their eggs to create a new better self with Giftz.
Snicker is used to gather the Gift, usually a skill roll vs 4 (unless trying to do so in combat or under pressure). A single corpse (taking the sample will kill any still living victim) can only supply ONE sample, and that sample can only be implanted into ONE gobbo. When you take the sample you must specify the Giftz you are taking before you roll. If the victim doesn't have the Giftz then you fail.
Smelter is used to implant a newly collected Giftz into your egg. To implement the new Giftz your current form must pass away causing the egg to hatch. A Smelter roll is usually NOT required unless the tier of the Giftz is above the skill level of your Smelter. The tier of a Giftz relates to what tier it will give you - eg a Giftz of Brawn at level 6 (d10) would require a Smelter skill of d6 (d6 vs 6). Monstrous Giftz (one time applications) will be rated at a level, eg Magic-Arcane will be rated 8, so you would need a Smelter skill of d8 to avoid a roll. You can still roll and succeed if your Smelter skill is less but you are looking for a double so your chances are small.
You cannot Support a Snicker or Smelter roll.
Evolve
This is the gift that the players have that makes them unique, the ability to take the Gifts of others and meld them into their own DNA. They can do this by extracting specific dormant stem cells located in unspecified vital organs, which sadly means the creature is killed in the process. Which makes it far better if the creature is freshly dead to start with. A corpse dead more than 1 hour is no longer useful.
All creatures will have these Giftz at their own current levels, covering the Brawn/Body/Brainz/Bulk group. So a human with BBBB of 4 would have the following Giftz at 4. Once a Gobbo has a Giftz at 4 they need to find a creature with more than 4 to continue to improve.
Sturdy
You are resistant to sickness and ill-health, increases Body potential +1 each time, if greater.
Strong
You are physically strong with powerful muscles, increases Brawn potential +1 each time, if greater.
Big
You are BIG, improve your Bulk potential +1 each time, if greater. (There are problems with big Gobbos).
Smart
Your mind works better and faster, increase your Brainz potential +1 each time, if greater. (There are problems with brainy Gobbos)
Pace-Normal
Pace is your movement capacity and is by default set at Normal, which is the speed of the average bipedal creature between 4 and 8 feet in height. It includes all forms of travel, jumping, walking, crawling etc. Pace can also be one of the follow:
Slow - creature is notably slow.
Fast - creature is faster, such as a wolf or horse, or large and able to cover ground quickly.
Rapid - creature is exceptionally and notoriously fast, such as a cheetah, or enormous.
Burst - the creature is noted for sudden and short bursts of speed but is unable to maintain it.
Pace is used in the abstract combat system to determine success in moving between zones.
Special Giftz.
These are all classified as "Monstrous" Giftz because they mostly come from monsters (well what Gobbo's call monsters). Most of them will have a Smelter difficulty rating of 8 (if not tier linked). Some rare ones may have a higher rating (Undead 10).
Ageless (8)
The creature is noted for its long life span. Gobbo's have a natural life span of 50 years, should it matter to your game. Each gain of this Gift will increase the Gobbo's life span by the same amount, 50 years. Unless you make aging a specific part of your game (using Phases) most players are unlikely to take this Gift very often.
Civilised (8)
You gain the concept of order and the ability to work within a larger community. Humans who have developed past hunter gathering tend to be civilised (mostly), that doesnt mean all humans in the group are civilised however, and the ones that attack you first probably aren't. Gobbo's are not civilised (to begin with) and so most civilised creatures treat them as primitive barbarians. To be accepted you must become one with the group, otherwise they will always be wary of you, at the least. In the game this will be reflected as never having access to credit, in any form. Money is an obvious form of credit that we understand, but there are other forms of credit that we don't realise we use... like credit that you will keep your word or honour your promises, that you will not steal, that you recognise property, that you recognise authority without having to prove it. All the things you accept without question are forms of credit. To get others to accept your credit you must be Civilised - otherwise it is Cash-in-Advance.
Civilised will be needed to found a Kingdom and raise cities and industry.
Cultured (8)
Ability to advance in a civilisation, to achieve recognition and the respect of the majority. Cultured is what most Civilised people aspire to, a sort of knowledge and aspiration to better things. A barbarian may be cultured because they have a fine collection of swords, that they know a lot about, that they appreciate for aesthetic reasons. A Lord may be an uncultured boorish idiot. Its a bit difficult to pin down precisely, but once you have it others will know. Cultured people recognise, most of the time, other cultured people and will respect that. Culture is understanding that there are things better than what they are, that there is greater value in the idea of something than in the item itself, that ideas are often the greatest power of all.
Culture will be needed to inspire your people to follow you, and to accept as true whatever it is you tell them.
Magic (8)
You are able to use Arcane Powers. Gives you the skill Spellz-Arcane and the ability to buy Words with Respect points.
Holy (8)
You are able to use Divine Powers. Gives you the skill Spellz-Divine and the ability to buy Words with Respect points.
Artificer (8)
You know the secret of the Black Powder and Mechanisms, which is a dwarf only giftz. Gives you the skill Spellz-Artificer and the ability to buy Words with Respect points.
Spiritualist (8)
You know the secret of Spirits. Gives you the skill Spellz-Spirits and the ability to buy Words with Respect points.
Alchemist (8)
You know the secret of Alchemy, which is a human only giftz. Gives you the skill Spellz-Alchemy and the ability to buy Words with Respect points.
Monstrous Gift rating is 8 by default, variation on this will be indicated against the specific Gift.
Most of the following descriptions come with variations and options, so the basic concept of the power is given and some suggestions are made but essentially you need to decide exactly what the power will do in each circumstance.
Not all powers are Giftz, some are merely options. Trample for example is not a Gift, it is a function of Bulk and circumstance. Such powers will be labelled as "NoGift".
Avoid Giftz that duplicate what you can gain with an improved skill level, eg Striking Defence can be improved by increasing your Striking skill, so avoid having a Gift that gives you +1 to Defence vs Striking. Further you should avoid Giftz that give more than one level of advancement such that it is cheaper to buy the Gift than to buy the same benefit in Skillz. Examine the costs in Respect points to implement a Gift vs improving a Skill or Characteristic. Players will always take the most efficient path, so decide which path you want them to use.
Improved Actions are a good source of Giftz, where an action bonus is improved or an action penalty is reduced. So Improved Dodge is a better Gift than Improved Defence vs Shooting. Combat Archer (less penalty for shooting whilst engaged) is better than Improved Shooting.
AMPHIBIAN (AMP)
Creature is able to hold their breath longer than normal, usually some multiple of your Body.Tierx3 in minutes for each time you take the Gift. At some point it becomes permanent and you get gills.
ANGELIC (ANG)(10)
Angelic Nature creatures are from the Other Plains, usually summoned. They all gain the following powers: +1 Natural Armour (will stack with layered armour), Blink, Aura of Light (+2 defence).
This gift is ALWAYS locked with a Divine nature, which means that Diabolic nature creatures will automatically be hostile to you.
ARMOUR, NATURAL (ARM)
The creature has its own natural armour in various forms - scales, thick hide, fur, chitin etc. Natural armour does stop elemental damage, and will stack with worn armour.
AURA (AUR)
Aura powers eminate from the creature and generally exert an influence over its own immediate vicinity, which for game purposes is anyone in contact with the owners figure. Any creature within the aura suffers from its effects at the start of their next action. Eg Lava Elemental can have a Fire Aura, meaning any creature in contact will suffer fire damage every round if they start the action inside the aura.
Natural Aura's are nearly always magical and elemental in nature, but have no cost to maintain. Each Aura will have ONE effect, so Air will either be Obscure or Smoother or Deflect.
Air: can be used to act as a Defence aura (obscuring vision or deflecting missiles), or as a Suffocate aura (clogging the throat, poison gas)
Fire: will inflict BodyDice+1d6 damage to all engaged with the generating creature at the start of each creatures action that they remain engaged.
Water: will cause drowning, dampen fire effects.
Earth: create a cloud of dust to obscure or blind (+2 defence)
BERSERK (BER)
The berserk has the ability to drive themselves into a state where they enhance their Brawn and gain the ability to ignore the effects of wounds and stun, even past the point of death.
Berserkers must fail a Brainz test to achieve the berserk state, and they may test for this at the following times:
When berserk they do not suffer stun and they increase their Brawn dice one level for damage purposes. Wounds modifiers to movement are ignored. They cannot use any magic that requires a skill test. They will not harm allies. They will always attempt to close to melee. If they get a double in damage they use their Brawn dice for extra rolls instead of d6.
BLINK (BLK)
Blink allows small limited teleport ability, generally the user can move from their current Zone to any adjacent Zone , ignoring any limitations. The teleport is done as a MOVE action. It is possible to perform two Blinks in a turn by using two Moves.
BOLTS (BLT) NoGift
Creature bolts come in many forms. The term bolt represents any ranged attack form that the creature may have that is not covered by other rules. Giants may cast large rocks as bolts, air elementals may fire electric bolts etc. They are single target attacks generally, although some may be considered to be Blasts or Beams. Damage depends on the Brawn of the caster, and will do 2 times that dice type: eg Brawn d6 = 2d6 damage. They still need to roll to hit.
BREATH WEAPONS (BRE)
Breath weapons use the cone attack template generally, although Ricochet is a good one also. The range of the cone (how many Zones it can reach through) will vary. A Gorgons breath might be just 1 Zone, whereas a large dragons breath might be 3 Zones. Damage will generally be three times their Body dice. Limitations are that to use the breath weapon requires 2 actions (non-Move) to perform (breath-in, breath-out), so will only occur every second round (without bonus actions).
BURROW. (BUR)
The user is able to magically move through normal ground (dirt or soil). The power allows a normal action to be used to submerge or emerge. Movement is allowed while submerged via Move actions. It counts as a Withdraw for purposes of leaving engagement. Movement through rock (or rock like barriers) is not permitted, so some judgement is required. A creature with Burrow may remain underground and out of reach if they wish but breathing may be an issue.
CAMOFLAGED (CAM)
The creature is naturally sneaky or well camoflaged within its normal defined environment. This will generally give them a Sneaking skill equal to their Body score, or if they already have the skill it will increase it two tiers.
CHARGE (CHA)
Creatures with the Charge effect are able to move an extra Zone over their normal move rate, end in contact with an enemy and will inflict double their Bulk damage instead of the normal one times if they do.
Creatures that gain the Charge effect usually have a specific natural weapon they use, like horns. But the ability can be extended to weapon users with noted ferocity in the attack.
Charges can be stopped with First Strike and inflicting a Stun effect.
CONSTRICT (CON)
Creature is able to wrap its body around an opponent via a melee attack, then constrict them with further attacks. This is triggered with a Boost effect from their normal attacks. Constriction will do the creatures Brawn+Bulk.Tier per attack, plus it will cause SMOTHER effects as long as it is maintained. Breaking free from an in place constriction will require a Boosted Brawn vs Brawn.
DEMONIC (DEM)(10)
Demonic class creatures are from the Other Plains, usually summoned. They all gain the following powers: +2 Natural Armour (will stack with layered armour), Summon Demonic Swarm (Var), Prot vs Fire 4.
This gift is ALWAYS locked with a Diabolic nature, which means that Divine nature creatures will automatically be hostile to you.
DESPAIR (DES)
Creature emanates a aura of despair that causes opponents to give up hope. Anyone entering the aura for the first time must make a Brainz roll or be at -2 to all actions. You may leave the aura and make a recovery roll every round, but once effected within a single encounter you are always affected when you move back into the effect (no rolls). Common to Undead.
DISEASE (DES)
See the main rules.
DRAIN (DRN)
Some creatures are able to drain the life forces out of their targets. Touch is generally only required, although some creatures may have specific means (such as vampires bite). The victim must make a Body roll each time they are touched. Points lost will be fully recovered after 1d4+1 days.
ENLARGE (ENL)
The creature has the magical power to grow larger than it really is, generally for the duration of the combat, but perhaps only for a number of rounds. The amount of Bulk increase is based on the level of the power, so Enlarge 2 would make the creature 2 sizes bigger. This gives them increased values such as HPs, and effects.
ENTANGLE (ENT)
Either an aura like power such that anyone in contact with the creature is affected, or can be a spell like power that can be cast as a Blast type spell.
To avoid entanglement you must make a Brawn or Body roll vs a target value at the start of every action you are within the area of effect. Fail and you are unable to perform a Move action and all physical activities are 2 harder to perform.
FEAR (FEA) (10 for Dread or Fell)
A lot of monsters, the first time you see them, are Scary. This results in a Flee/Brainz check vs the standard 4. Once a scary monster is defeated it will no longer be scary and no further rolls are required.
Some monsters are Horrid, and the first time you encounter them they will be at their worst, applying any modifiers you may feel appropriate. However once you have defeated them once they remain only slightly Scary and straight Flee/Brainz 4 rolls are all that are required in future.
Fell and Dread creatures are very scary, and remain very scary whether you defeat them or not. Everytime you encounter one they will cause a Flee/Brainz roll at full effect.
Fell creatures are the scariest of them all. They have all the powers of a Dread creature, plus they are able to use their fear as an attack centered around them as a large Blast AOE. Everyone in the attack area must roll a new Flee/Brainz check every time.
Once a Fear roll is failed you can modify the resulting table roll by the monsters Bulk/2 (d20 roll), or Bulk x3 for a d100 roll.
An alternative with the d100 tables is to start with the weakest table and get the victim to make extra fear rolls, moving up the tables as they keep failing. This makes a single fail less catastrophic.
FIRST STRIKE
Creatures with First Strike have specific training with long reach melee weapons, or are naturally equipped with long reach weapons. It is also possible that extensive training and drill will allow a creature to strike first against a closing foe (kung fooo).
First Strike allows you to attack any creature that comes into engagement with you, before they can strike you. As such it is a opportunity attack, triggered by events.
You cannot use this ability while you are Stunned. You can only perform it once after each action you take, it refreshes on your next action.
GAZE (GAZ)
Creatures may have magical eyes, or powers the emanate from their eyes. Generally to get them to work they must try to catch the eyes of the target, which is a Brainz vs Brainz test (Gobbo's are able to use Cunning as an extra dice). Victims who are aware of the GAZE attack may elect to restrict their vision, and for each 1 penalty they take they will gain +1 to their Brainz rolls (Max of -4/+4). GAZE weapons do not work in total darkness or against victims who are completely blind or have no eyes. The power must be seen to be seen.
IMMUNITY (IMM)(10)
Some creatures may be immune to specific attacks/damage forms. A common one might be Spell Immunity (Arcane), or Fire Immunity. When Immune they are completely unaffected. Others may be 'protected', see Protection below.
IMPROVED DODGE
The bonus defence vs Shooting for dodging is increased to 3.
KNOCK-BACK (KNB) NoGift
Instead of a Boost result the creature may elect to knockback a creature. The number of Lines the enemy is knocked back is equal to:
Boosts + Attackers Bulk – Targets Bulk
Such forced moves do NOT trigger opportunity attacks.
LEAP (LEA)
Some creatures are able to jump far distances. Normal leapers will be able to jump 2 Zones, by-passing the Zone lept over and avoiding any blocking effects.
Great Leapers will be able to jump 3 Zones, bypassing two zones.
MERMERISE (MES)
The creature is able to inflict Stun results with their gaze, using their Body vs the targets Brainz. If they get a Boost they will be able to give simple commands to the target (if they can communicate) and they will attempt to follow them, as long as they are not endangering themselves.
MULTI-ATTACK (MA#)
Multi-attack allows creatures with more than one weapon system to use them naturally without suffering the multi-action restrictions. Mutli-attack 2 would allow the creature to make 2 attacks per round, with different weapon systems, without penalty, but a third attack would get the -1 penalty. MA3 would allow 3 weapon systems to be used, but the 4th would get the -1 (if it had a 4th).
NATURE NoGift
There are two 'natures' in Gobbo's - Diabolic and Divine.
Diabolic creatures revel in pain, suffering and destruction. They respect only superior power and force. Demons are an example of diabolic nature.
Divine creatures oppose diabolic creatures and generally respect life and promote peace, except when it comes the diabolic creatures.
Opposing natures will instantly recognise each other and be hostile. If clearly outclassed the weaker will flee to find re-inforcements.
OVERRUN (OVR)
A Boost result in a melee attack can be used to Overrun an opponent and kock them prone, replacing the Boost's normal bonus. The target must roll Body vs 4+Bulk(T)-Bulk(O) to resist the effect. A prone target to open to Trample attacks.
PETRIFY/PARALYSE (PET/PAR)
Creatures with the Petrify power are able to reduce the Pace of others. When Pace is reduced to zero the target is completely paralyzed. Delivery of the Petrify attack can be via a number of means; Touch, Breath, Gaze and Damage.
A touch attack is done as a melee attack at +1, it delivers no damage.
A Breathe attack is done as a cone.
Gaze is as a Beam.
Damage is as part of a normal melee attack.In all cases, once a Petrify attack has succeeded the target must make a Body roll vs 4 (or higher if the power is stronger). A failed rolled means the targets Pace is reduced by 1d3. If Pace is reduced to 0 the target must make a Body vs4 roll every round or be turned to stone.
POISON (POI)
See the main rules.
PROTECTIONS VS (PRv)
Some creatures are naturally, or magically, resistant to some forms of attack. This is often related to elemental forms, such as fire or earth etc, but it can be other forms like missile weapons etc.
The normal form of Protection gives the creature extra Toughness when dealing with damage they are protected against. Normal protection would be +1, strong protection would be +2 etc. Some creatures may be completely immune to a specific damage type (Fire elementals vs fire), but this is covered by Immunity.
RAGE.
The creature is able to channel its anger naturally to take advantage of the surge associated with it. They increase their Brawn dice in melee for damage purposes by one level. They may use their Brawn dice for doubles on damage (instead of 1d6).
RAKE (RAK)
Large predators with four clawed limbs or more will be able to rake using their fore limbs to hold and back limbs to attack. This can be achieved any time they gain a boost, as an option instead of gaining increased damage they may swap it for a Rake attack. Make a new attack roll, apply a second set of damage if they hit, the same as their normal damage.
REGENERATE (REG)
The creature is able to regenerate HPs. The creature will get a Body roll at the start of each of its actions, if successful they will recover x HPs (depending on the level of regen), plus an extra one for each boost. This power triggers automatically and cannot be interrupted, but wound mods may still apply.
REND (REN)
The creature has claws or talons that can be used to enhance the damage they inflict by tearing the target apart. When a boost is scored the weapon damage dice used is automatically switched to the creatures Brawn rather than d6.
REVULSION (REV)
The creature emanates an aura of revulsion (visual or odor) which causes any creature engaging it to make a Body roll vs 4 (or worse) or become violently ill, suffering -2 to all actions whilst they remain in the aura.
SKELETAL (SKE)
Skeletal creatures are undead without internal organs, just the bones. Because of this they suffer no critical hits, no bonus damage for locations, and decrease the dice type of weapons by one level (d6 goes to d4). Skeletons are immune to Mind attacks. They get +1 armour bonus and recover an extra level of Stun every action.
SLIME BURST (SLB)
Slime Bursts are similar to a Cone attack except the damage they do lingers on, being acidic based. Anyone hit with the slime will suffer an amount of acid damage each round, usually 2d4, 2d6 for strong acid and 2d8 for very strong. If any 1's are rolled on the damage dice then the acid has no further effect. If any of the dice explode (roll max) then the acid has destroyed an item on the target, owners choice. If both dice explode then two items are destroyed etc.
SMOTHER/ENVELOPE (SME)
If a creature has either of these attacks they will generally have access to them once they make a raise on a melee attack or as part of a move. Smother damage is generally related to some other toxic effect the creature has, such as acid, but you might also add in suffocation effects (see Drowning in main rules).
In melee they can use a boost to commence a Smother/Envelope attack rather than do extra damage. Resolve the Smother/Envelope attack as a free attack (use Bulk as a mod for both sides). If the smootherer wins the target is dragged into the embrace.
STUN BURST (STB)
Can be an aura or a blast AOE effect attack (usually explosive in some manner). It inflicts a stun for a successful hit and an extra level of stun for each boost.
SUMMON (SUM)
The creature is able to summon others to their aid. For ease this can simply be seen as a swarm creature (possibly small versions of the summoner) that fights around the summoner (various templates depending on the power of the summoner). This can be done as a free action.
SWALLOW (SWA)
Any creature of sufficient Bulk may swallow as long as it has an eating apparatus suited. Any creature 2 times your Bulk may swallow you if it meets the requirements. Some creature may not need to be this big and will be noted as special. Any attack that gains a boost may use that to attempt to swallow its target. Make another attack and if successful the victim has been swallowed.
A swallowed creature has limited options. They may only use natural or small weapons, upto the size of a dagger. They are at -2 to all actions, and -2 to all damage due to constriction.
They will generally suffer Brawn + d4 damage due to acid (no armour protects) and constrictions. They also begin to suffocate, see Drowning rules.
A successful wound inflicted from inside will create a hole big enough to allow an escape attempt at 6, using Body. Making an escape attempt is a Move action. Size below 4 can be applied to the escape attempt roll, so small creatures get out easier.
SWARM (SWR) (12)
Swarms are a collection of small creatures that by themselves would pose very little threat, but in numbers they can become a great danger. Swarms are rated on Bulk, being the Blast AOE template they use, which allows them to attack everyone within the template at the same time (Small, Medium or Large).
Swarms basically do an area of effect attack, they do not roll to hit, they just roll damage against anyone in their area of effect.
Swarms gain +2 Defence due to their nature.
Normal weapon attacks will not harm a swarm, nor will any attack that focuses on a single target. To hurt swarms you must inflict area of effect damage. Individuals may stomp on swarms, or use their shields to stomp etc, in which case they will do their base damage (B+B).
Very interesting Gift option - the Gobbo breaks into many smaller gobbo forms?
TAIL SWIPES (TAI) NoGift
Creatures with long tails may use them to make a normal physical attack, plus they can be used to knock a target prone via an Bulk attack method. The Bulk of both the attacker and the defender is used as a modifier to the result. The target is knocked prone if it is successful.
TOUGH (5)
The creature has more than the normal amount of HPs, add 5 to their total.
TOUGH (10)
The creature has more than the normal amount of HPs, add 10 to their total.
TRAMPLE (TRA) NoGift.
All creatures of sufficient Bulk can Trample smaller prone opponents. Creatures with hooved feet are best at it however.
When an opponent is prone (knocked off their fee), a larger creature may use a Move action to attempt to inflict a Trample attack, which is resolved as a normal melee attack. If successful the damage they will inflict will be: 1d6+(Bulk.Tier difference+1). So if a Bulk 6 creature attempts to trample a bulk 4 creature they will inflict 1d6+1d6 (Tier 6-4+1=3=1d6) damage. If you use two Move actions you may do two Trample attacks. Creatures with soft feet or claws will count as Light and only do 1d4 weapon damage.
UNDEAD (UND) (10)
True undead are super bad guys. Each will be an individual creation and a major encounter. Undead will have SOME of the following weaknesses (vulnerabilities) in common, but not all:
They recover an extra level of Stun every action.
The Undead Gift destroys the Civilised Gift.
VULNERABILITY VS (VUL) NoGift
Some creatures are vulnerable to some kinds of damage, eg elementals vs their opposing elemental form. A vulnerability will reduce the creatures toughness against that attack form. A normal vulnerability would increase all the damage dice one level, a strong vulnerability would increase them two levels.
WEB (WEB)
Some creatures are able to spray webs they trap the target and make them unable to move and possibly unable to take any actions. Most web attacks use the Burst Cone and will allow an AG roll vs the skill used to fire the web (Thrown usually). If the webber gains a success then the target is stuck and unable to move till they break free. On a raise they target is completely immobilised and can take no action other than to break free.
Webs will generally have a Strength value assigned to them (default 4), which the victim must defeat with a ST roll to break free.
WING BASH (WGB) NoGift
Large creatures with wings are able to use their wings to buffet smaller targets and knock them prone or shake them. This is resolved as a ST based trick against the targets ST or AG. If the target is beaten they are knocked prone, with a raise they are also shaken. Wing Bash is generally a medium burst template area of effect, but for really large creatures it can be a large blast template.
ZOMBIE (ZOM)
Zombies are undead who still have internal organs are part of their structure. They suffer no extra damage from called shots unless to the Head, in which case they get an extra +2 damage. Zombies are immune to Mind attacks of any kind. They get +1 natural armour and recover an extra level of Stun every action.