Ability List
Dec 12, 2017 22:24:31 GMT -6
Post by Jack on Dec 12, 2017 22:24:31 GMT -6
ABILITY LIST
Abilities are listed like this:
Acid Fang
The corrosive acid, produced in a being's mouth, eats away at the opponent's flesh as the creature bites down - making the creature cause 2 points of Acid damage whenever it performs a bite-related attack.
Passive - Untrainable
Adaptable
This creature is very adept at adapting to natural conditions, and as such, is able to be trained two of the following abilities: Cave Crawler, Desert Dwelling, Forest Dweller, Jungle Dweller, Plains-Runner, and Tundra-Dwelling. Additionally, the first one trained costs 2 training points; the second, however, costs the normal cost of 5.
Passive - Untrainable
Alpha
When "teamed up" with another critter of the same species, ALL of it's stats gain +1 for each similar creature in the group in addition to itself - this effect stacks up with "pack instincts".
Passive - 10 (requires "pack instincts" to teach)
Amphibious
The creature that is amphibious can not only use the ability "swim" to it's liking (with all the resistances and weakness that goes with it) - but it can breath underwater too! Amphibious creatures are not confined to water like their Aquatic brethren.
Passive - Untrainable
Arboreal
The creature spends most of it's time climbing, or in trees.. It rarely touches the ground.. Because of this, it gets no "penalty" when climbing trees, and instead gets a hindrance of loosing half of it's dexterity when directly on the ground.
Passive - Untrainable
Assimilate
Any time an opponent is "devoured" - 1/4 it's stats are added to the creature that assimilated it... This ability can only be used in battle along with the attack "devour".
Active - Untrainable
Aquatic
Creature must stay in water - no land battles... Immune to water, fire, wind, and earth damage... Takes double electrical and ice damage. When used with Swim neither of the effects stack.
Passive - Untrainable
Bioluminescence
The creature's body gives off a constant soft and usually bright light - allowing it to see well in the dark, and attract either mates or prey alike... When in a group, the creature with this ability will be the target of all incoming attacks until it has been defeated (or another ability states otherwise), essentially - it becomes the center of attention. In addition to this, the creature attacking it looses 1/2 it's dexterity for the first turn.
Passive - Untrainable
Blessing of the Shadows
The creature was revived from the Temple of Shadows, and was blessed with the Shadows in turn. This creature is immune to all shadow damage, and effects of shadow-related attacks. This creature cannot however, attack (or be attacked by) any other creature with this ability. Creatures with this blessing can also "see in the dark" - no matter how dark it is. Only creatures revived from the Temple of Shadows can have this ability.
Passive - Untrainable
Blind
Creature is immune to all secondary effects of light and dark attacks. Creature also has 1/2 accuracy at all times, unless using a psychic ability.
Passive - Untrainable
Bloodthirsty
When the opponent drops to 1/2 it's stamina or less, it goes into a frenzy, gaining a +5 to it's Strength, +2 to it's Dexterity, and -5 to it's Mentality. During the Frenzy, the creature cannot be controlled - and will "fight to kill" against the damaged creature. Bloodthirsty ends when either the opponent is killed (unconscious), or when the Bloodthirsty creature has reached 1/2 it's stamina or less.
Passive - Untrainable
Blubber
Creature has cold resistance, and has resistance to heat-related effects of fire attacks (but not fire itself).
Passive - Untrainable
Botanical Growth
The creature was enhanced at the Vernal Herbarium, and now appears to be a little more plant than flesh in some ways. This creature has Earth Resistance due to the alterations. This creature cannot attack (or be attacked by) any other creature with this ability. Creatures with this ability are also considered to have a "chlorophyll", in addition to heightened sensitivity to tremors. Only creatures botanically enhanced in the Vernal Herbarium can have this ability.
Passive - Untrainable
Buoyancy
The creature can float on water without risk of drowning.. this does not give the creature the ability to swim underwater, or the ability to breathe water... but it can easily enough float (and steer) on water - almost like a boat. Resistant to water damage.. Takes double from electrical and ice damage.
Passive - Untrainable
Carapace
The creature is surrounded by super-hard shell-like armor. The carapace has a resistance equal to 1/2 the creature's stamina, and a stamina equal to 1/2 the carapace's own stamina - always rounded down... So if the creature has a stamina of 10, then the carapace has a resistance of 5, and stamina of 2. Whenever the creature is attacked, the damage is dealt to the carapace instead of the pet. Once the carapace's stamina is depleted, then the pet can start taking damage into it's own stamina. The damage the carapace takes lasts until the pet heals properly.
Passive - Untrainable
Cavalry
This creature is trained to not be afraid of battle. It learns to accept a rider's movements while they're fighting, and it can also use (most) attacks of it's own while carrying a rider. Only the creature or the rider may attack each turn, unless the creature also has the ability 'War Trained'.
Passive - 5
Cave Crawler
Creature has earth resistance, light sensitivity, and nightvision.
Passive - 5
Chaotic Armor
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s resistance is the result of the roll for the duration of that turn.
Passive - Untrainable
Chaotic Blood
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s base stamina is the result of the roll for the duration of that turn. Don’t forget to subtract damage taken already during the battle. If this causes the creature to become unconscious (due to previous damage), the creature gets one more roll on it’s next turn to become conscious again. If it fails, the battle is over. If this causes the creature to reach -10 hp or less, then the creature is dead, as normal.
Passive - Untrainable
Chaotic Heart
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s base stamina is the result of the roll for the duration of that turn. Repeat this for every stat the creature has (strength, dexterity, etc)… Every turn. Don’t forget to subtract damage taken already during the battle. If this causes the creature to become unconscious (due to previous damage), the creature gets one more roll on it’s next turn to become conscious again. If it fails, the battle is over. If this causes the creature to reach -10 hp or less, then the creature is dead, as normal.
Passive - Untrainable
Chaotic Mind
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s mentality is the result of the roll for the duration of that turn.
Passive - Untrainable
Chaotic Prowess
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s dexterity is the result of the roll for the duration of that turn.
Passive - Untrainable
Chaotic Strength
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s strength is the result of the roll for the duration of that turn.
Passive - Untrainable
Chlorophyll
Each turn when a "darkness" move is not in effect, creature regains 1 stamina per turn - if a "light" move is in effect, creature regains 2 stamina per turn... Stamina regained never exceeds it's maximum stamina.
Passive - Untrainable
Circuitry Problem
Every turn in battle, there is a 10% chance of the creature going "haywire" and dis-obeying it's owner.. this may include attacking it's owner, but is a guarantee to not follow any commands.. If the pet goes "haywire", it lasts for 3 turns.
Passive - Untrainable
City Dweller
The creature is almost designed to live in the "urban jungle", and knows it's dangers, as well as how to hide within' it most effectively. This cannot be taught, but can be acquired frequently by feral creatures. When in a "city" setting (like the labs), the creature gains +1 to it's dexterity and mentality.
Passive - Untrainable
Commanding Presence
The creature provides the feeling of both awe and terror in friend and foe alike. All foes get -1 dexterity when fighting the creature, and all "allies" at the time get +1 stamina while around the creature with Commanding Presence. If used together with Intimidation the -1 Dexterity does not come into effect.
Passive - Untrainable
Complex Thought
This ability is required for a creature to use "combat training". Only Martial skills are allowed with this ability, unless the creature also has "opposable thumbs". This ability allows the creature to spend up to 30 "combat points".
Passive - Untrainable
Corroding Body
Immune to acid damage. If the creature is touched, it deals 2 points acid damage immediately, continued exposure will deal additional damage. Touching will corrode all materials except glass.
Passive - Untrainable
Cybernetics
The creature was enhanced at the East Wing, and now appears to be a little more robot than flesh in some ways. This creature has Electrical Resistance due to the implants. This creature cannot attack (or be attacked by) any other creature with this ability. Creatures with this ability are also considered to have a "iron-will", in addition to infra-red/heat-vision. Only creatures cybernetically enhanced in the East Wing can have this ability.
Passive - Untrainable
Danger Sense
Will always instinctively avoid the opponent's first attack in battle. Attacks using sound - such as Sonic Waves or Roar - cannot be avoided however and 'cancel out' Danger Sense.
Passive - 10
*Recently edited the wording for the sake of clarifying what it does*
Deaf
Creature is immune to sound-based attacks and effects, but has 25% chance to not avoid any attacks made on it (if the foe's dex roll is a success).
Passive - Untrainable
Desert-Dwelling
Has resistance to all heat, or dry related attacks - but not all fire attacks. For example, arid bite does less damage - but fire-breath deals normal damage. Also, creature becomes thirsty much less often.
Passive - 5
Diurnal Spirit
Creature cannot be affected by extra effects of any light attack... It does however, take regular light damage.
Passive - 8
Double-Headed
When using a "head-related" attack (such as bite, or headbutt, or fire-breath) the creature makes two attacks that turn. When this happens, the creature has a 25% chance of becoming confused that turn, and not attacking at all.
Passive - Untrainable
Electrical Body
Immune to electrical damage... Takes double from earth damage. If the creature is touched, it deals 2 points electrical damage immediately, continued exposure will deal additional damage.
Passive - Untrainable
Empathetic Link
Has no use in battle.. however.. The creature shares a special bond with it's owner - allowing it to feel the feelings and emotions that it's owner has, and.. being able to project it's own feelings onto the owner as well... such as "love", "fear", "sorrow", and "joy".
Passive - Untrainable
Endurance
Can run or walk a long time without tiring - allows "run" and "dash" to be used more than once.
Passive - 4
Enigmatic
The creature is magical by nature, able to learn up to 30 "magic points" in magical spells - if applicable... Spells are usually found in the wild, or on enchanted scrolls.
Passive - Untrainable
Ethereal
Immune to physical damage. It takes double damage from psychic attacks. It can never use physical attacks, or touch anything in a physical manner.
Passive - Untrainable
Eternal Tears
Creature always cries as a physical representation of the pain it feels inside - an emotional pain so deep it cannot be healed and can barely be coped with. Causing it enough physical damage will send it cowering, even if the pain you inflict upon it can never be worse than what it feels in its very soul…
Or in other words, the creature will flee from battle or simply refuse to continue fighting if it has exactly 1 point of Stamina left. This happens regardless its the creature’s turn to make a move. As such, it forfeits and thus loses the battle without having to be KO.
Passive - Untrainable
Faerie Fault
Creature takes double the damage of the particular source - i.e. Faerie Fault (iron) takes double damage from items made of iron. Some examples of common Faerie Faults are: Iron, Gold, Silver, Wood.
Passive - Untrainable
Frenzy
When the creature drops to 1/2 it's stamina or less, it goes into a frenzy, gaining a +5 to it's Strength, +2 to it's Dexterity, and -5 to it's Mentality. During the Frenzy, the creature cannot be controlled - and will "fight for it's life" against whatever dealt it the massive damage. Frenzy ends when the creature is either healed, unconscious, or when the threat is dead (unconscious).
Passive - Untrainable
Flame Body
Immune to fire and cold damage... Takes double from water and earth damage. If the creature is touched, it deals 2 points fire damage immediately, continued exposure will deal additional damage.
Passive - Untrainable
Float
Immune to earth damage... Takes double from electrical and wind damage.
Passive - Untrainable
Fly
+5 to dexterity when flying - please note that your creature begins the battle on the ground... Flying creatures that were raised by players, usually need to be taught to fly - as their parents were not able to teach them.
Active - 3
Flutter
+2 to dexterity when fluttering - please note that your creature begins the battle on the ground... Flutter only lasts 2 turns, and may only be used once per battle.
Active - 2
Forest Dweller
When in a forest setting, the creature can easily blend in and survive, getting +1 to all of it's stats.
Passive - 5
Gleam
Must choose one at the beginning of battle, only use once per battle... The user reflects a bright light off of it's skin/feathers/fur and increases the user's resistance by +1 or strength by +1 depending on user's choice.
Passive - Untrainable
Glide
+2 to dexterity when gliding, must have a place to "jump off" of in order to use this ability... Gliding creatures that were raised by players, usually need to be taught to glide - as their parents were not able to teach them.
Active - 2
Hardy
Creature is strong in both body, mind and spirit. Intimidation and Commanding Presence do not affect this creature at all. Damage over time effects are halved (rounded up). In addition, anything affecting the creature's stats over time only work up to three turns. (If they go beyond that normally, it will be only three turns. If they would normally be less than that, then they remained unchanged.)
Passive - 5
Heart of the Guardian
Choose a single life-form (character, pet, etc)… that life-form is the creature’s “one”. This creature has 100% loyalty (not measured in numbers) with it’s “one”, and no move, ability, or magic can cause this creature to harm it’s “one”… This does not mean it cannot be otherwise manipulated with abilities, however. Aside from it’s “one” (which it loves unconditionally, and will even sacrifice itself for, should it’s “one” require it)…this creature has no love or attachment to any other life-form. Though this does not allow the creature to “read one’s mind”, it does make training a bit easier, as it’s always willing to perform it’s master’s call (even if it doesn’t understand it yet, it aims to please it’s “one”). It values other life as it values a twig… not at all, and easily discarded or stepped on. Cannot gain loyalty to any other life-form.
Passive . Untrainable
Hive Mind
Creates with "hive mind" can never be attacked by another creature of the same species. Also - for each creature of the same species that they are "grouped" with, they all gain +1 to their mentality - until their group "parts ways". So... 6 formica gain a +5 mentality bonus (they don't get a bonus for themselves).
Passive - Untrainable
Ice Body
Immune to cold damage. Takes double fire damage.
Passive - Untrainable
Illness
Creature always receives double damage from any attack, and takes twice as long to heal.
Passive - Untrainable
Immobile
The creature is unable to move, walk, or otherwise get about on it's own. It must be carried, or become a "leech" in some cases to get about. It cannot use any moves or abilities that require it to move on it's own, such as jump, run, etc. Honestly, it can't even bite unless something puts it's hand in it's mouth.
Passive - Untrainable
Infectious Bite
All bite-related attacks that the creature uses infects the foe with a terrible crippling sickness, temporarily lowering it's Dexterity and Mentality by 1 point for a day (or until cured). This effect does not "stack".
Passive - Untrainable
Iron Will
Creature is immune to all secondary effects of any mental attack... Psychic, Light, or Shadow. The damage is still done, but dizziness, confusion, mind control (etc) are in-effective.
Passive - Untrainable
Impermeable
This is a difficult creature to kill. One cannot even begin to reach it’s “hp” without a great amount of either luck or skill. Each time you attack, IF you succeed in hitting the foe (dexterity) then you have a 5% chance (20 on a 20-sided die) to actually harm the foe’s HP. If you do not roll this, and instead just “hit” the foe, you remove 1 point of it’s total resistance instead. For every point of resistance lost, you gain an additional 5% chance to harm the foe’s HP on the following rounds. If it’s resistance happens to reach 0, you can directly damage it’s HP as though it didn’t have this ability… However, as long as it has at least 1 point of resistance, you only have a % chance (in addition to dexterity) to harm it’s HP. Luckily, most Impermeable creatures have very low HP. This ability is like needing to shatter a clam’s shell before reaching the soft muscle on the inside (or being lucky enough to catch it with it’s “mouth” open).
Passive - Untrainable
Intimidation
The opponent will always battle with only half of it's normal dexterity and strength when facing the creature with intimidation. They're scared senseless, so to speak. Intimidation does not 'stack', so facing two creatures with Intimidation won't half the foe's stats twice.
Passive - 7
Invisibility
When any attack is made against the creature directly, the attack only has a 20% chance of hitting - IF the dexterity check was successful... The enemy's chance to dodge also drops by half... Invisibility is rendered completely useless against blind opponents, or opponents that use echolocation.
Passive - Untrainable
Jungle Dweller
When in a jungle-like setting, the creature can easily blend in and survive, getting +2 to all of it's stats.
Passive - 5
Keen Mind
This ability is required for a creature to use "combat training". Only Martial skills are allowed with this ability, unless the creature also has "opposable thumbs". This ability allows the creature to spend up to 5 "combat points".
Passive - Untrainable
Keen Senses
This creature, through some sort of beyond-fantastic physical trait (such as eyes on the back of it's head) is impossible to surprise. No "sneak attacks" of any kind work on this creature.
Passive - Untrainable
Lava Bathe
The creature is not only immune to fire damage, but also immune to all attacks containing the following words: "Lava", "Magma", "Volcano", "Volcanic", and "Molten"... And, it can swim in lava with no fear of harm! However, this creature has water weakness as well.
Passive - 9
Lifeless
The creature is not considered alive. It does not need to breath air to survive, nor does it need to eat or sleep. Moves that require breathing (like suffocation, or toxic gasses) fail automatically against this creature. Also, this creature cannot be put to sleep.
Passive - Untrainable
Light Sensitivity
If there are any secondary effects from a light attack -other than damage-, they are twice as effective against this creature.
Passive - Untrainable
Linked Sense XXX
Choose one sense: Taste, sight, touch, hearing or smell.
The creature has a link to another being (character or creature) that allows it to share information from the chosen sense with the other. 'Sight' lets the linkmate see what the creature is currently seeing, 'hearing' what it currently hears, 'smell' what it can currently smell, etc.
A creature can have this ability multiple times - once for each sense. You cannot ever change the creature's linkmate nor chosen sense - and the link lasts until death.
Passive - Untrainable
Lone Wolf
When "teamed up" with another critter of the same species, ALL of it's stats temporarily are reduced by 1 for each similar creature in the group in addition to itself.
Passive - Untrainable
Loosen Feathers/Fur
Sheds fur or feathers when frightened or nervous - prevents all damage from "gripping attacks", such as "crunch", and all "bite" attacks.
Passive - 4
Magical Touch
The creature is capable of learning up to 3 "magic points" in magical spells - if applicable... Spells are usually found in the wild, or on enchanted scrolls.
Passive - Untrainable
Magical
The creature is magical by nature, able to learn up to 10 "magic points" in magical spells - if applicable... Spells are usually found in the wild, or on enchanted scrolls.
Passive - Untrainable
Magically Resistant
Whenever a harmful or hindering magical spell is cast in which the creature with this ability is a target - that spell has a 50% chance of failing entirely. If the spell succeeds in landing, that spell has 50% reduced damage or duration. This ability only effects magic, and not regular moves or abilities.
Passive - Untrainable
Malleable Form
When hit with an attack that deals direct contact - the damage taken is cut in half... so.. if "bite" does 6 damage normally - to the creature with malleable form, it does 3 damage... This ability does not effect attacks that do not do direct contact, such as breath fire, etc.
Passive - Untrainable
Mechanical Mind
All secondary effects of attacks, that would effect the mind or soul - such as "dizzy mind" or "soul steal" - do not effect this creature... Basically, this creature is immune to all attacks and effects that require a 'mind' or 'soul'.
Passive - Untrainable
Magnetic Influence
This ability gives the creature control over a magnetic force-field. This can not only "screw up" robots, but can repel them, as well as "metal-based" creatures (such as earth elemental)... This can be an advantage in combat when dealing with such creatures - or can become a problem for trainers... These creatures should not be kept near robots, computers, electronics, etc. (this ability provides an "auto-win" against robots, and other metal-based creatures).
Active - 15
Moist Skin
Creature must keep it's skin wet at all times.. If the creature is out of water for more than 3 turns in battle, it looses 1/4 of it's stamina every turn until it reaches water again.. Takes double damage from all "dry" attacks, such as "arid bite".
Passive - Untrainable
Natural Antivenom
The creature is immune to all "over time" effects of any sort of poison, venom, or toxin. They cannot be effected by secondary effects of any acid-based attack. They can however, still take the regular amount of "acid damage", as long as it's not the "over time" damage. Likewise, this creature is immune to any disease and sickness.
Passive - Untrainable
Nightvision
Creature cannot be affected by extra effects of any shadow attack... It does however, take regular shadow damage.
Passive - 8
Opposable Thumbs
The creature can use it's hands (or perhaps prehensile tail) to grasp and manipulate items with extreme accuracy.
Passive - Untrainable
Pacifism
The creature not inclined towards battle (by either lack of instinct, morals, or plain stupidity). Because of it's pacifist nature, there is a chance that it will not attack or defend itself in battle. During your turn, staff will flip a coin. If heads, you can attack. If tails, you do nothing.
Passive - Untrainable
Pack Instincts
When "teamed up" with another critter of the same species, ALL of it's stats gain +1 for each similar creature in the group in addition to itself.
Passive - 10
Parasitic Virus
While the creature itself seems healthy, it appears to be the carrier of a disease. And it so happens that it's one of the very contagious ones. Bet you a credit it's fatal too.
Anyone within an undetermined distance of the creature will catch the disease, resulting in both their Stamina and Resistance dropping with 1 point. A healer has to be consulted to have the 'disease' removed and the stat-points regained.
Passive (Acid) - Untrainable
Perpetual Agony
The creature is in constant pain, due to a permanent malady, and thus loses 2 stamina each turn in battle.
Passive - Untrainable
Phoenix-Blooded
The creature can die at will, spawning a single new egg upon it’s death… This egg is not the creature re-born, but rather a brand new creature carrying it’s parent’s blood. This ability will always be performed if the creature reaches -10 hp.
Passive - Untrainable
Plains-Runner
When on a level surface, such as a field, or plains - the creature's speed is doubled.
Passive - 5
Poisonous Skin
If damaged by a physical attack, opponent takes 1 point of damage every turn afterwards.
Passive - Untrainable
Prehensile Tail/Trunk
The creature can use it's tail or trunk to grasp and manipulate items with extreme accuracy.
Passive - Untrainable
Prismatic Refraction
Light seems to dazzle and dance off of the creature's body - granting it unusual powers. Once every turn - a 6-sided die is rolled.. the number rolled determines what immunity the creature has that turn. 1 = fire, 2 = water, 3 = cold, 4 = wind, 5 = electricity, 6 = light... The immunity will change every turn with the roll of a die, which a staff member will usually roll.
Passive - Untrainable
Refined Senses
Do you know what happens when you attack a very sharp and brilliant mind? You don't, that's what... The creature is able to sense its surroundings so well, the effort of doing so could even penetrate minds! Thus heightening their awesome psychic powers.. Or in short, the creature is able to use Danger Sense twice in a row in battle and certain Psychic moves are enhanced to deal an extra point of damage.
Passive - Untrainable
Run
Creature runs. Cuts your dexterity in half - but all foe's physical attacks only have 1/2 accuracy. Can only be used once per battle, and only lasts one turn. Also - if "charge", an extra bonus is added... see "charge" for details.
Active - 3
Sand Swim
The creature is not only immune to earth damage, but the creature can also "swim" through sand - as though it were water! However, this creature has water weakness as well.
Passive - 9
Self-Aware Appendage
If the creature has at least 4 points of Stamina and is in a physical state to perform such a feat, it can detach one limb for every time it has this ability listed. It takes one turn to detach the limb and one extra turn before the limb can be of any real use, but then it will be able to perform one move for each remaining turn in the battle. Said move must be discussed with the stat master based on your choice of limb.
The limb also has its own stats - 1/4th of the creature's Stamina is transferred to the limb, it has 1/4th of the body's Strength, retains the body's Dexterity without any bonuses (limbs can usually not hover or fly) and has 1 point of Resistance no matter what.
[Your choice of Limb: Wings, Arms/Paws, Tail, Eyeball, more to come?]
Active - 15
Slime
If the creature is attacked by an attack that makes physical contact, the foe also makes contact with a "sticky slime" all over the defendant's body.. This slime reduces dexterity by 1 point every time this happens. The "slime" can be removed only after battle, and it is very difficult to do so. Luckily, creatures with the "slime" ability only use this when frightened.
Active - 2
Sloth
The creature frequently falls asleep, and is generally lazy. Every turn, flip a coin. If heads, the creature is awake and can attack/move as normal. If tails, the creature falls asleep and cannot attack OR defend itself. When asleep, the creature's dexterity is reduced to 0.
Passive - Untrainable
Small Stature
The creature is very small in comparison to its peers. In fact, it is so small that there is a 25% chance that a ranged attack will miss entirely each turn the creature is attacked. An archer has to be able to see the creature before they can even aim, no?
Passive - Untrainable
Sonar Sense
The creature is blind and uses sonar to 'see'. It is immune to all secondary effects of light and dark attacks, but does not suffer any accuracy penalties. Attacks related to sound are doubly effective against the creature.
Passive - Untrainable
Speak
This creature is able to learn how to speak a language. To learn a language, the pet must be taught using the ‘Foreign Language’ skill. Each new language will require taking the skill again. Creatures with this ability must be taught to speak, they do not automatically know a language when they are born.
* Creatures with the ability ‘speak’ are always Cunning 5: Sentient, even if their species is not usually sentient.
Active - Untrainable
Stone Skin
If creature is damaged by a physical attack, creature receives 1 less damage.
Passive - 4
Super-Luck
The creature is so "lucky" that it's luck can rub off on those it loves. At any point in time, if a creature (or player) has to roll dice for a move or ability that requires the roll of dice in a non-normal way, that player (or creature) may choose to re-roll one time. The creature or player that is allowed to re-roll dice (once per move/ability) must be one that is in physical contact with the "super-luck" creature.
Passive - Untrainable
Survival Instincts or Eidolon Endeavor
The creature simply "refuses to die", and by its own willpower or other... circumstances (like being dead already), it will fight far past the normal limitations of the body.. it will remain conscious, even after it's reached 0 stamina.. in fact, it can keep fighting until it reaches -10 stamina... which is ("true") death. If your creature is stronger because of its will, it's Survival Instincts. If it's because it's dead, you use Eidolon Endeavor as the ability name.
Passive - Untrainable
Swim
Grants temporary immune to water, fire, wind, and earth damage... Takes double electrical and ice damage when using this ability. When used with Aquatic neither of the effects stack.
Active - 3
Telepathy
This creature is able to understand and communicate with others using its mind. The creature can choose who (if anyone) it wishes to hear the message. Telepathy works regardless of ‘language’, but the creature cannot make others understand if the listener’s intelligence is limited. (Non-sentient creatures understand telepathy about as well as they understand regular language.) Does not work on creatures without a mind or those with the ability Psychic Immunity. Has difficulty working on creatures with the ability Psychic Resistance.
* Creatures with the ability ‘telepathy’ are always Cunning 5: Sentient, even if their species is not usually sentient.
Active - Untrainable
Thick Fur
The creature's exceptionally thick fur helps protect it from the cold and the wind, as well as physical attacks (such as bite and claw), but it also makes it very hard for the creature to swim, and the creature with thick fur may suffer from heat-strokes on very hot days. Creature has Cold Resistance and 1/4th Wind Immunity. The creature takes 1/2 damage from "physical" (non-elemental) attacks. The creature cannot swim, and has Fire Weakness. The weaknesses and resistances of Thick Fur are void if the creature has another weakness or resistance that directly counters it (for example, fire resistance removes the effect of thick fur's fire weakness). This creature also cannot ever learn to swim, and will drown (die) in deep water.
Passive - Untrainable
Thorny Body
If hit with a physical attack, the attacker takes 1/2 the amount of it's own strength in damage. For example, if a creature with 10 strength hits something with a Thorny Body, it takes 5 damage. If the attacker has chosen to 'grip' the opponent, the attacker receives 1/4 of their own strength in damage for each turn they continue 'gripping' the opponent.
Passive - Untrainable
Tundra-Dwelling
1/4 cold resistance, also - creature becomes hungry much less often.
Passive - 5
Umbral Bond
Creature is linked with it's own shadow to the point where they gain the ability Double-Headed so long as the shadow is visible. However, any attacks made to the shadow will do an additional 2 points of direct damage (cannot be resisted in any way, not even with immunity or resistances) to the creature as well.
Passive - Untrainable
Uncontrollable Rage XXX
Whenever the creature sees, smells, or otherwise senses the presence of a set "trigger", the creature in question becomes uncontrollable, and will stop at nothing to destroy said trigger... at this point, all commands taught are useless until the enraged creature has been subdued or destroys the "trigger".
Passive - 8
War Trained
A war trained creature is capable of attacking in sync with its rider. The two of them may both attack during each round, as opposed to one or the other. The creature must have the ability 'Cavalry' to learn this.
Passive - 5
Water-Dweller
It knows how to swim and maneuver itself swiftly to avoid predators, creature gains +2 Dexterity while in the water. CAN ONLY be taught to Aquatic and Amphibious creatures.
Passive – 5
Wind Avatar
The creature is able to walk (or bound) on air, as though it were solid ground. This is similar to flying, but does not grant any bonuses to dexterity… It does however, allow the creature to reach new places, ‘catch’ flying opponents and grants Wind Immunity…
Passive - Untrainable
Winter Coat
The creature's thick fur helps protect it from the cold and the wind, but it also makes it very hard for the creature to swim (they swim at 1/2 the normal speed), and the creature with a winter-like coat may suffer from heat-strokes on very hot days. Creature has 1/4 Cold Immunity and Fire Weakness.
Passive - Untrainable
XXX Immunity
Creature takes is immune to all damage of the particular damage type - i.e. fire immunity takes no damage from fire.
Passive - Untrainable
XXX Weakness
Creature takes double the damage of the particular damage type - i.e. fire weakness takes double damage from fire.
Passive - Untrainable
XXX Resistance
Creature takes only half the damage of the particular damage type - i.e. fire resistance takes half damage from fire. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance. You can't teach Light Resistance to a pet with Light Weakness, for example.
Passive - 100
Abilities are listed like this:
Name of Ability
Effect of Ability
Passive or Active - Cost to Train (if trainable) or Untrainable
Effect of Ability
Passive or Active - Cost to Train (if trainable) or Untrainable
Acid Fang
The corrosive acid, produced in a being's mouth, eats away at the opponent's flesh as the creature bites down - making the creature cause 2 points of Acid damage whenever it performs a bite-related attack.
Passive - Untrainable
Adaptable
This creature is very adept at adapting to natural conditions, and as such, is able to be trained two of the following abilities: Cave Crawler, Desert Dwelling, Forest Dweller, Jungle Dweller, Plains-Runner, and Tundra-Dwelling. Additionally, the first one trained costs 2 training points; the second, however, costs the normal cost of 5.
Passive - Untrainable
Alpha
When "teamed up" with another critter of the same species, ALL of it's stats gain +1 for each similar creature in the group in addition to itself - this effect stacks up with "pack instincts".
Passive - 10 (requires "pack instincts" to teach)
Amphibious
The creature that is amphibious can not only use the ability "swim" to it's liking (with all the resistances and weakness that goes with it) - but it can breath underwater too! Amphibious creatures are not confined to water like their Aquatic brethren.
Passive - Untrainable
Arboreal
The creature spends most of it's time climbing, or in trees.. It rarely touches the ground.. Because of this, it gets no "penalty" when climbing trees, and instead gets a hindrance of loosing half of it's dexterity when directly on the ground.
Passive - Untrainable
Assimilate
Any time an opponent is "devoured" - 1/4 it's stats are added to the creature that assimilated it... This ability can only be used in battle along with the attack "devour".
Active - Untrainable
Aquatic
Creature must stay in water - no land battles... Immune to water, fire, wind, and earth damage... Takes double electrical and ice damage. When used with Swim neither of the effects stack.
Passive - Untrainable
Bioluminescence
The creature's body gives off a constant soft and usually bright light - allowing it to see well in the dark, and attract either mates or prey alike... When in a group, the creature with this ability will be the target of all incoming attacks until it has been defeated (or another ability states otherwise), essentially - it becomes the center of attention. In addition to this, the creature attacking it looses 1/2 it's dexterity for the first turn.
Passive - Untrainable
Blessing of the Shadows
The creature was revived from the Temple of Shadows, and was blessed with the Shadows in turn. This creature is immune to all shadow damage, and effects of shadow-related attacks. This creature cannot however, attack (or be attacked by) any other creature with this ability. Creatures with this blessing can also "see in the dark" - no matter how dark it is. Only creatures revived from the Temple of Shadows can have this ability.
Passive - Untrainable
Blind
Creature is immune to all secondary effects of light and dark attacks. Creature also has 1/2 accuracy at all times, unless using a psychic ability.
Passive - Untrainable
Bloodthirsty
When the opponent drops to 1/2 it's stamina or less, it goes into a frenzy, gaining a +5 to it's Strength, +2 to it's Dexterity, and -5 to it's Mentality. During the Frenzy, the creature cannot be controlled - and will "fight to kill" against the damaged creature. Bloodthirsty ends when either the opponent is killed (unconscious), or when the Bloodthirsty creature has reached 1/2 it's stamina or less.
Passive - Untrainable
Blubber
Creature has cold resistance, and has resistance to heat-related effects of fire attacks (but not fire itself).
Passive - Untrainable
Botanical Growth
The creature was enhanced at the Vernal Herbarium, and now appears to be a little more plant than flesh in some ways. This creature has Earth Resistance due to the alterations. This creature cannot attack (or be attacked by) any other creature with this ability. Creatures with this ability are also considered to have a "chlorophyll", in addition to heightened sensitivity to tremors. Only creatures botanically enhanced in the Vernal Herbarium can have this ability.
Passive - Untrainable
Buoyancy
The creature can float on water without risk of drowning.. this does not give the creature the ability to swim underwater, or the ability to breathe water... but it can easily enough float (and steer) on water - almost like a boat. Resistant to water damage.. Takes double from electrical and ice damage.
Passive - Untrainable
Carapace
The creature is surrounded by super-hard shell-like armor. The carapace has a resistance equal to 1/2 the creature's stamina, and a stamina equal to 1/2 the carapace's own stamina - always rounded down... So if the creature has a stamina of 10, then the carapace has a resistance of 5, and stamina of 2. Whenever the creature is attacked, the damage is dealt to the carapace instead of the pet. Once the carapace's stamina is depleted, then the pet can start taking damage into it's own stamina. The damage the carapace takes lasts until the pet heals properly.
Passive - Untrainable
Cavalry
This creature is trained to not be afraid of battle. It learns to accept a rider's movements while they're fighting, and it can also use (most) attacks of it's own while carrying a rider. Only the creature or the rider may attack each turn, unless the creature also has the ability 'War Trained'.
Passive - 5
Cave Crawler
Creature has earth resistance, light sensitivity, and nightvision.
Passive - 5
Chaotic Armor
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s resistance is the result of the roll for the duration of that turn.
Passive - Untrainable
Chaotic Blood
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s base stamina is the result of the roll for the duration of that turn. Don’t forget to subtract damage taken already during the battle. If this causes the creature to become unconscious (due to previous damage), the creature gets one more roll on it’s next turn to become conscious again. If it fails, the battle is over. If this causes the creature to reach -10 hp or less, then the creature is dead, as normal.
Passive - Untrainable
Chaotic Heart
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s base stamina is the result of the roll for the duration of that turn. Repeat this for every stat the creature has (strength, dexterity, etc)… Every turn. Don’t forget to subtract damage taken already during the battle. If this causes the creature to become unconscious (due to previous damage), the creature gets one more roll on it’s next turn to become conscious again. If it fails, the battle is over. If this causes the creature to reach -10 hp or less, then the creature is dead, as normal.
Passive - Untrainable
Chaotic Mind
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s mentality is the result of the roll for the duration of that turn.
Passive - Untrainable
Chaotic Prowess
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s dexterity is the result of the roll for the duration of that turn.
Passive - Untrainable
Chaotic Strength
Desc. missing
At the beginning of each turn, staff rolls a 10-sided die. The creature’s strength is the result of the roll for the duration of that turn.
Passive - Untrainable
Chlorophyll
Each turn when a "darkness" move is not in effect, creature regains 1 stamina per turn - if a "light" move is in effect, creature regains 2 stamina per turn... Stamina regained never exceeds it's maximum stamina.
Passive - Untrainable
Circuitry Problem
Every turn in battle, there is a 10% chance of the creature going "haywire" and dis-obeying it's owner.. this may include attacking it's owner, but is a guarantee to not follow any commands.. If the pet goes "haywire", it lasts for 3 turns.
Passive - Untrainable
City Dweller
The creature is almost designed to live in the "urban jungle", and knows it's dangers, as well as how to hide within' it most effectively. This cannot be taught, but can be acquired frequently by feral creatures. When in a "city" setting (like the labs), the creature gains +1 to it's dexterity and mentality.
Passive - Untrainable
Commanding Presence
The creature provides the feeling of both awe and terror in friend and foe alike. All foes get -1 dexterity when fighting the creature, and all "allies" at the time get +1 stamina while around the creature with Commanding Presence. If used together with Intimidation the -1 Dexterity does not come into effect.
Passive - Untrainable
Complex Thought
This ability is required for a creature to use "combat training". Only Martial skills are allowed with this ability, unless the creature also has "opposable thumbs". This ability allows the creature to spend up to 30 "combat points".
Passive - Untrainable
Corroding Body
Immune to acid damage. If the creature is touched, it deals 2 points acid damage immediately, continued exposure will deal additional damage. Touching will corrode all materials except glass.
Passive - Untrainable
Cybernetics
The creature was enhanced at the East Wing, and now appears to be a little more robot than flesh in some ways. This creature has Electrical Resistance due to the implants. This creature cannot attack (or be attacked by) any other creature with this ability. Creatures with this ability are also considered to have a "iron-will", in addition to infra-red/heat-vision. Only creatures cybernetically enhanced in the East Wing can have this ability.
Passive - Untrainable
Danger Sense
Will always instinctively avoid the opponent's first attack in battle. Attacks using sound - such as Sonic Waves or Roar - cannot be avoided however and 'cancel out' Danger Sense.
Passive - 10
*Recently edited the wording for the sake of clarifying what it does*
Deaf
Creature is immune to sound-based attacks and effects, but has 25% chance to not avoid any attacks made on it (if the foe's dex roll is a success).
Passive - Untrainable
Desert-Dwelling
Has resistance to all heat, or dry related attacks - but not all fire attacks. For example, arid bite does less damage - but fire-breath deals normal damage. Also, creature becomes thirsty much less often.
Passive - 5
Diurnal Spirit
Creature cannot be affected by extra effects of any light attack... It does however, take regular light damage.
Passive - 8
Double-Headed
When using a "head-related" attack (such as bite, or headbutt, or fire-breath) the creature makes two attacks that turn. When this happens, the creature has a 25% chance of becoming confused that turn, and not attacking at all.
Passive - Untrainable
Electrical Body
Immune to electrical damage... Takes double from earth damage. If the creature is touched, it deals 2 points electrical damage immediately, continued exposure will deal additional damage.
Passive - Untrainable
Empathetic Link
Has no use in battle.. however.. The creature shares a special bond with it's owner - allowing it to feel the feelings and emotions that it's owner has, and.. being able to project it's own feelings onto the owner as well... such as "love", "fear", "sorrow", and "joy".
Passive - Untrainable
Endurance
Can run or walk a long time without tiring - allows "run" and "dash" to be used more than once.
Passive - 4
Enigmatic
The creature is magical by nature, able to learn up to 30 "magic points" in magical spells - if applicable... Spells are usually found in the wild, or on enchanted scrolls.
Passive - Untrainable
Ethereal
Immune to physical damage. It takes double damage from psychic attacks. It can never use physical attacks, or touch anything in a physical manner.
Passive - Untrainable
Eternal Tears
Creature always cries as a physical representation of the pain it feels inside - an emotional pain so deep it cannot be healed and can barely be coped with. Causing it enough physical damage will send it cowering, even if the pain you inflict upon it can never be worse than what it feels in its very soul…
Or in other words, the creature will flee from battle or simply refuse to continue fighting if it has exactly 1 point of Stamina left. This happens regardless its the creature’s turn to make a move. As such, it forfeits and thus loses the battle without having to be KO.
Passive - Untrainable
Faerie Fault
Creature takes double the damage of the particular source - i.e. Faerie Fault (iron) takes double damage from items made of iron. Some examples of common Faerie Faults are: Iron, Gold, Silver, Wood.
Passive - Untrainable
Frenzy
When the creature drops to 1/2 it's stamina or less, it goes into a frenzy, gaining a +5 to it's Strength, +2 to it's Dexterity, and -5 to it's Mentality. During the Frenzy, the creature cannot be controlled - and will "fight for it's life" against whatever dealt it the massive damage. Frenzy ends when the creature is either healed, unconscious, or when the threat is dead (unconscious).
Passive - Untrainable
Flame Body
Immune to fire and cold damage... Takes double from water and earth damage. If the creature is touched, it deals 2 points fire damage immediately, continued exposure will deal additional damage.
Passive - Untrainable
Float
Immune to earth damage... Takes double from electrical and wind damage.
Passive - Untrainable
Fly
+5 to dexterity when flying - please note that your creature begins the battle on the ground... Flying creatures that were raised by players, usually need to be taught to fly - as their parents were not able to teach them.
Active - 3
Flutter
+2 to dexterity when fluttering - please note that your creature begins the battle on the ground... Flutter only lasts 2 turns, and may only be used once per battle.
Active - 2
Forest Dweller
When in a forest setting, the creature can easily blend in and survive, getting +1 to all of it's stats.
Passive - 5
Gleam
Must choose one at the beginning of battle, only use once per battle... The user reflects a bright light off of it's skin/feathers/fur and increases the user's resistance by +1 or strength by +1 depending on user's choice.
Passive - Untrainable
Glide
+2 to dexterity when gliding, must have a place to "jump off" of in order to use this ability... Gliding creatures that were raised by players, usually need to be taught to glide - as their parents were not able to teach them.
Active - 2
Hardy
Creature is strong in both body, mind and spirit. Intimidation and Commanding Presence do not affect this creature at all. Damage over time effects are halved (rounded up). In addition, anything affecting the creature's stats over time only work up to three turns. (If they go beyond that normally, it will be only three turns. If they would normally be less than that, then they remained unchanged.)
Passive - 5
Heart of the Guardian
Choose a single life-form (character, pet, etc)… that life-form is the creature’s “one”. This creature has 100% loyalty (not measured in numbers) with it’s “one”, and no move, ability, or magic can cause this creature to harm it’s “one”… This does not mean it cannot be otherwise manipulated with abilities, however. Aside from it’s “one” (which it loves unconditionally, and will even sacrifice itself for, should it’s “one” require it)…this creature has no love or attachment to any other life-form. Though this does not allow the creature to “read one’s mind”, it does make training a bit easier, as it’s always willing to perform it’s master’s call (even if it doesn’t understand it yet, it aims to please it’s “one”). It values other life as it values a twig… not at all, and easily discarded or stepped on. Cannot gain loyalty to any other life-form.
Passive . Untrainable
Hive Mind
Creates with "hive mind" can never be attacked by another creature of the same species. Also - for each creature of the same species that they are "grouped" with, they all gain +1 to their mentality - until their group "parts ways". So... 6 formica gain a +5 mentality bonus (they don't get a bonus for themselves).
Passive - Untrainable
Ice Body
Immune to cold damage. Takes double fire damage.
Passive - Untrainable
Illness
Creature always receives double damage from any attack, and takes twice as long to heal.
Passive - Untrainable
Immobile
The creature is unable to move, walk, or otherwise get about on it's own. It must be carried, or become a "leech" in some cases to get about. It cannot use any moves or abilities that require it to move on it's own, such as jump, run, etc. Honestly, it can't even bite unless something puts it's hand in it's mouth.
Passive - Untrainable
Infectious Bite
All bite-related attacks that the creature uses infects the foe with a terrible crippling sickness, temporarily lowering it's Dexterity and Mentality by 1 point for a day (or until cured). This effect does not "stack".
Passive - Untrainable
Iron Will
Creature is immune to all secondary effects of any mental attack... Psychic, Light, or Shadow. The damage is still done, but dizziness, confusion, mind control (etc) are in-effective.
Passive - Untrainable
Impermeable
This is a difficult creature to kill. One cannot even begin to reach it’s “hp” without a great amount of either luck or skill. Each time you attack, IF you succeed in hitting the foe (dexterity) then you have a 5% chance (20 on a 20-sided die) to actually harm the foe’s HP. If you do not roll this, and instead just “hit” the foe, you remove 1 point of it’s total resistance instead. For every point of resistance lost, you gain an additional 5% chance to harm the foe’s HP on the following rounds. If it’s resistance happens to reach 0, you can directly damage it’s HP as though it didn’t have this ability… However, as long as it has at least 1 point of resistance, you only have a % chance (in addition to dexterity) to harm it’s HP. Luckily, most Impermeable creatures have very low HP. This ability is like needing to shatter a clam’s shell before reaching the soft muscle on the inside (or being lucky enough to catch it with it’s “mouth” open).
Passive - Untrainable
Intimidation
The opponent will always battle with only half of it's normal dexterity and strength when facing the creature with intimidation. They're scared senseless, so to speak. Intimidation does not 'stack', so facing two creatures with Intimidation won't half the foe's stats twice.
Passive - 7
Invisibility
When any attack is made against the creature directly, the attack only has a 20% chance of hitting - IF the dexterity check was successful... The enemy's chance to dodge also drops by half... Invisibility is rendered completely useless against blind opponents, or opponents that use echolocation.
Passive - Untrainable
Jungle Dweller
When in a jungle-like setting, the creature can easily blend in and survive, getting +2 to all of it's stats.
Passive - 5
Keen Mind
This ability is required for a creature to use "combat training". Only Martial skills are allowed with this ability, unless the creature also has "opposable thumbs". This ability allows the creature to spend up to 5 "combat points".
Passive - Untrainable
Keen Senses
This creature, through some sort of beyond-fantastic physical trait (such as eyes on the back of it's head) is impossible to surprise. No "sneak attacks" of any kind work on this creature.
Passive - Untrainable
Lava Bathe
The creature is not only immune to fire damage, but also immune to all attacks containing the following words: "Lava", "Magma", "Volcano", "Volcanic", and "Molten"... And, it can swim in lava with no fear of harm! However, this creature has water weakness as well.
Passive - 9
Lifeless
The creature is not considered alive. It does not need to breath air to survive, nor does it need to eat or sleep. Moves that require breathing (like suffocation, or toxic gasses) fail automatically against this creature. Also, this creature cannot be put to sleep.
Passive - Untrainable
Light Sensitivity
If there are any secondary effects from a light attack -other than damage-, they are twice as effective against this creature.
Passive - Untrainable
Linked Sense XXX
Choose one sense: Taste, sight, touch, hearing or smell.
The creature has a link to another being (character or creature) that allows it to share information from the chosen sense with the other. 'Sight' lets the linkmate see what the creature is currently seeing, 'hearing' what it currently hears, 'smell' what it can currently smell, etc.
A creature can have this ability multiple times - once for each sense. You cannot ever change the creature's linkmate nor chosen sense - and the link lasts until death.
Passive - Untrainable
Lone Wolf
When "teamed up" with another critter of the same species, ALL of it's stats temporarily are reduced by 1 for each similar creature in the group in addition to itself.
Passive - Untrainable
Loosen Feathers/Fur
Sheds fur or feathers when frightened or nervous - prevents all damage from "gripping attacks", such as "crunch", and all "bite" attacks.
Passive - 4
Magical Touch
The creature is capable of learning up to 3 "magic points" in magical spells - if applicable... Spells are usually found in the wild, or on enchanted scrolls.
Passive - Untrainable
Magical
The creature is magical by nature, able to learn up to 10 "magic points" in magical spells - if applicable... Spells are usually found in the wild, or on enchanted scrolls.
Passive - Untrainable
Magically Resistant
Whenever a harmful or hindering magical spell is cast in which the creature with this ability is a target - that spell has a 50% chance of failing entirely. If the spell succeeds in landing, that spell has 50% reduced damage or duration. This ability only effects magic, and not regular moves or abilities.
Passive - Untrainable
Malleable Form
When hit with an attack that deals direct contact - the damage taken is cut in half... so.. if "bite" does 6 damage normally - to the creature with malleable form, it does 3 damage... This ability does not effect attacks that do not do direct contact, such as breath fire, etc.
Passive - Untrainable
Mechanical Mind
All secondary effects of attacks, that would effect the mind or soul - such as "dizzy mind" or "soul steal" - do not effect this creature... Basically, this creature is immune to all attacks and effects that require a 'mind' or 'soul'.
Passive - Untrainable
Magnetic Influence
This ability gives the creature control over a magnetic force-field. This can not only "screw up" robots, but can repel them, as well as "metal-based" creatures (such as earth elemental)... This can be an advantage in combat when dealing with such creatures - or can become a problem for trainers... These creatures should not be kept near robots, computers, electronics, etc. (this ability provides an "auto-win" against robots, and other metal-based creatures).
Active - 15
Moist Skin
Creature must keep it's skin wet at all times.. If the creature is out of water for more than 3 turns in battle, it looses 1/4 of it's stamina every turn until it reaches water again.. Takes double damage from all "dry" attacks, such as "arid bite".
Passive - Untrainable
Natural Antivenom
The creature is immune to all "over time" effects of any sort of poison, venom, or toxin. They cannot be effected by secondary effects of any acid-based attack. They can however, still take the regular amount of "acid damage", as long as it's not the "over time" damage. Likewise, this creature is immune to any disease and sickness.
Passive - Untrainable
Nightvision
Creature cannot be affected by extra effects of any shadow attack... It does however, take regular shadow damage.
Passive - 8
Opposable Thumbs
The creature can use it's hands (or perhaps prehensile tail) to grasp and manipulate items with extreme accuracy.
Passive - Untrainable
Pacifism
The creature not inclined towards battle (by either lack of instinct, morals, or plain stupidity). Because of it's pacifist nature, there is a chance that it will not attack or defend itself in battle. During your turn, staff will flip a coin. If heads, you can attack. If tails, you do nothing.
Passive - Untrainable
Pack Instincts
When "teamed up" with another critter of the same species, ALL of it's stats gain +1 for each similar creature in the group in addition to itself.
Passive - 10
Parasitic Virus
While the creature itself seems healthy, it appears to be the carrier of a disease. And it so happens that it's one of the very contagious ones. Bet you a credit it's fatal too.
Anyone within an undetermined distance of the creature will catch the disease, resulting in both their Stamina and Resistance dropping with 1 point. A healer has to be consulted to have the 'disease' removed and the stat-points regained.
Passive (Acid) - Untrainable
Perpetual Agony
The creature is in constant pain, due to a permanent malady, and thus loses 2 stamina each turn in battle.
Passive - Untrainable
Phoenix-Blooded
The creature can die at will, spawning a single new egg upon it’s death… This egg is not the creature re-born, but rather a brand new creature carrying it’s parent’s blood. This ability will always be performed if the creature reaches -10 hp.
Passive - Untrainable
Plains-Runner
When on a level surface, such as a field, or plains - the creature's speed is doubled.
Passive - 5
Poisonous Skin
If damaged by a physical attack, opponent takes 1 point of damage every turn afterwards.
Passive - Untrainable
Prehensile Tail/Trunk
The creature can use it's tail or trunk to grasp and manipulate items with extreme accuracy.
Passive - Untrainable
Prismatic Refraction
Light seems to dazzle and dance off of the creature's body - granting it unusual powers. Once every turn - a 6-sided die is rolled.. the number rolled determines what immunity the creature has that turn. 1 = fire, 2 = water, 3 = cold, 4 = wind, 5 = electricity, 6 = light... The immunity will change every turn with the roll of a die, which a staff member will usually roll.
Passive - Untrainable
Refined Senses
Do you know what happens when you attack a very sharp and brilliant mind? You don't, that's what... The creature is able to sense its surroundings so well, the effort of doing so could even penetrate minds! Thus heightening their awesome psychic powers.. Or in short, the creature is able to use Danger Sense twice in a row in battle and certain Psychic moves are enhanced to deal an extra point of damage.
Passive - Untrainable
Run
Creature runs. Cuts your dexterity in half - but all foe's physical attacks only have 1/2 accuracy. Can only be used once per battle, and only lasts one turn. Also - if "charge", an extra bonus is added... see "charge" for details.
Active - 3
Sand Swim
The creature is not only immune to earth damage, but the creature can also "swim" through sand - as though it were water! However, this creature has water weakness as well.
Passive - 9
Self-Aware Appendage
If the creature has at least 4 points of Stamina and is in a physical state to perform such a feat, it can detach one limb for every time it has this ability listed. It takes one turn to detach the limb and one extra turn before the limb can be of any real use, but then it will be able to perform one move for each remaining turn in the battle. Said move must be discussed with the stat master based on your choice of limb.
The limb also has its own stats - 1/4th of the creature's Stamina is transferred to the limb, it has 1/4th of the body's Strength, retains the body's Dexterity without any bonuses (limbs can usually not hover or fly) and has 1 point of Resistance no matter what.
[Your choice of Limb: Wings, Arms/Paws, Tail, Eyeball, more to come?]
Active - 15
Slime
If the creature is attacked by an attack that makes physical contact, the foe also makes contact with a "sticky slime" all over the defendant's body.. This slime reduces dexterity by 1 point every time this happens. The "slime" can be removed only after battle, and it is very difficult to do so. Luckily, creatures with the "slime" ability only use this when frightened.
Active - 2
Sloth
The creature frequently falls asleep, and is generally lazy. Every turn, flip a coin. If heads, the creature is awake and can attack/move as normal. If tails, the creature falls asleep and cannot attack OR defend itself. When asleep, the creature's dexterity is reduced to 0.
Passive - Untrainable
Small Stature
The creature is very small in comparison to its peers. In fact, it is so small that there is a 25% chance that a ranged attack will miss entirely each turn the creature is attacked. An archer has to be able to see the creature before they can even aim, no?
Passive - Untrainable
Sonar Sense
The creature is blind and uses sonar to 'see'. It is immune to all secondary effects of light and dark attacks, but does not suffer any accuracy penalties. Attacks related to sound are doubly effective against the creature.
Passive - Untrainable
Speak
This creature is able to learn how to speak a language. To learn a language, the pet must be taught using the ‘Foreign Language’ skill. Each new language will require taking the skill again. Creatures with this ability must be taught to speak, they do not automatically know a language when they are born.
* Creatures with the ability ‘speak’ are always Cunning 5: Sentient, even if their species is not usually sentient.
Active - Untrainable
Stone Skin
If creature is damaged by a physical attack, creature receives 1 less damage.
Passive - 4
Super-Luck
The creature is so "lucky" that it's luck can rub off on those it loves. At any point in time, if a creature (or player) has to roll dice for a move or ability that requires the roll of dice in a non-normal way, that player (or creature) may choose to re-roll one time. The creature or player that is allowed to re-roll dice (once per move/ability) must be one that is in physical contact with the "super-luck" creature.
Passive - Untrainable
Survival Instincts or Eidolon Endeavor
The creature simply "refuses to die", and by its own willpower or other... circumstances (like being dead already), it will fight far past the normal limitations of the body.. it will remain conscious, even after it's reached 0 stamina.. in fact, it can keep fighting until it reaches -10 stamina... which is ("true") death. If your creature is stronger because of its will, it's Survival Instincts. If it's because it's dead, you use Eidolon Endeavor as the ability name.
Passive - Untrainable
Swim
Grants temporary immune to water, fire, wind, and earth damage... Takes double electrical and ice damage when using this ability. When used with Aquatic neither of the effects stack.
Active - 3
Telepathy
This creature is able to understand and communicate with others using its mind. The creature can choose who (if anyone) it wishes to hear the message. Telepathy works regardless of ‘language’, but the creature cannot make others understand if the listener’s intelligence is limited. (Non-sentient creatures understand telepathy about as well as they understand regular language.) Does not work on creatures without a mind or those with the ability Psychic Immunity. Has difficulty working on creatures with the ability Psychic Resistance.
* Creatures with the ability ‘telepathy’ are always Cunning 5: Sentient, even if their species is not usually sentient.
Active - Untrainable
Thick Fur
The creature's exceptionally thick fur helps protect it from the cold and the wind, as well as physical attacks (such as bite and claw), but it also makes it very hard for the creature to swim, and the creature with thick fur may suffer from heat-strokes on very hot days. Creature has Cold Resistance and 1/4th Wind Immunity. The creature takes 1/2 damage from "physical" (non-elemental) attacks. The creature cannot swim, and has Fire Weakness. The weaknesses and resistances of Thick Fur are void if the creature has another weakness or resistance that directly counters it (for example, fire resistance removes the effect of thick fur's fire weakness). This creature also cannot ever learn to swim, and will drown (die) in deep water.
Passive - Untrainable
Thorny Body
If hit with a physical attack, the attacker takes 1/2 the amount of it's own strength in damage. For example, if a creature with 10 strength hits something with a Thorny Body, it takes 5 damage. If the attacker has chosen to 'grip' the opponent, the attacker receives 1/4 of their own strength in damage for each turn they continue 'gripping' the opponent.
Passive - Untrainable
Tundra-Dwelling
1/4 cold resistance, also - creature becomes hungry much less often.
Passive - 5
Umbral Bond
Creature is linked with it's own shadow to the point where they gain the ability Double-Headed so long as the shadow is visible. However, any attacks made to the shadow will do an additional 2 points of direct damage (cannot be resisted in any way, not even with immunity or resistances) to the creature as well.
Passive - Untrainable
Uncontrollable Rage XXX
Whenever the creature sees, smells, or otherwise senses the presence of a set "trigger", the creature in question becomes uncontrollable, and will stop at nothing to destroy said trigger... at this point, all commands taught are useless until the enraged creature has been subdued or destroys the "trigger".
Passive - 8
War Trained
A war trained creature is capable of attacking in sync with its rider. The two of them may both attack during each round, as opposed to one or the other. The creature must have the ability 'Cavalry' to learn this.
Passive - 5
Water-Dweller
It knows how to swim and maneuver itself swiftly to avoid predators, creature gains +2 Dexterity while in the water. CAN ONLY be taught to Aquatic and Amphibious creatures.
Passive – 5
Wind Avatar
The creature is able to walk (or bound) on air, as though it were solid ground. This is similar to flying, but does not grant any bonuses to dexterity… It does however, allow the creature to reach new places, ‘catch’ flying opponents and grants Wind Immunity…
Passive - Untrainable
Winter Coat
The creature's thick fur helps protect it from the cold and the wind, but it also makes it very hard for the creature to swim (they swim at 1/2 the normal speed), and the creature with a winter-like coat may suffer from heat-strokes on very hot days. Creature has 1/4 Cold Immunity and Fire Weakness.
Passive - Untrainable
XXX Immunity
Creature takes is immune to all damage of the particular damage type - i.e. fire immunity takes no damage from fire.
Passive - Untrainable
XXX Weakness
Creature takes double the damage of the particular damage type - i.e. fire weakness takes double damage from fire.
Passive - Untrainable
XXX Resistance
Creature takes only half the damage of the particular damage type - i.e. fire resistance takes half damage from fire. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance. You can't teach Light Resistance to a pet with Light Weakness, for example.
Passive - 100