When you dive into the world of imaginative roleplay, do you want to be a human? How about a dwarf? How about a lightning-spitting web-slinging flying pig? Welcome to Chimera Quest, where you craft a unique monster and use its cool abilities to go on adventures and creatively solve problems! HOW TO START For materials, you'll need two six-sided dice and pencil and paper to write down your powers and track stamina. For players, you're expected to have one or more players that play as monsters and one Game Master (GM) to control the world. However, it's probably possible to play without a GM. Talk with your playgroup about what kind of game you want to play. Figure out the tone and what you'll be doing; should it be light-hearted and silly with lots of weird environments and social interaction? Action-packed and exciting with combat and dungeons? Dark and serious with survival elements? Setting expectations is important; if one player is expecting a casual game while another expects something hardcore, someone's not going to have fun. After establishing what you want to do, create your monsters! MONSTER CREATION First, think about what you want your monster to be; a big fire-breathing dragon? A quick sneaky ninja-turtle? What do you want to be able to do? Once you have your idea, start looking through the POWERS section to build your monster. Players get 6 Power Points to get powers and upgrades, with every power and upgrade costing 1 point. You might not be able to get everything you want, so you'll have to compromise; your big mighty dragon might not be able to fly very fast, or your ninja turtle might not be very strong. If the playgroup agrees, you can raise or lower the amount of Power Points players get, to either make powerful monsters with lots of abilities, or to keep things small and simple for a new player's first session. And honestly, I haven't done any real testing, so I chose 6 because it just feels right. It might be too much or too little. Example character building: Dragon. We want a big, fire-breathing dragon, so let's find fire breath first. The Elemental power gives us fire, and then the Long Range upgrade lets us shoot fire. That's fire breath! Dragons fly, so we want the Flight power. However, we probably want to rain down fire from above while flying, so we need the Effortless Flight upgrade. Finally, our dragon needs to be big and strong, so let's get the Brute Strength power. There's a lot more we could give to our dragon; fire resistance, armored scales, stronger fire breath, sharp teeth and claws, faster flight, even more brute strength... but we only have 1 point left. We need to focus on what we really want from this dragon. Personally, I want powerful fire breath, so I'll get the Extra Potent upgrade to the Elemental power. Example character building: Ninja turtle. To be a ninja, we want to be sneaky and agile. The Camouflage and Acrobat powers can help with that. To be a turtle, a hard shell can be done with the Armored power. After that, we've got 3 points left and many options: The Aquatic power gives some seaturtle flavor and can help with ninja infiltrations, the Projectile power can represent ninja stars (maybe flavored as throwing shards of the shell?), the Dexterous power lets us skillfully use objects and tools, the Invisibility upgrade to Camouflage gives excellent stealth, the Climber power helps scale walls and infiltrate buildings, or the Athlete power lets us run quicker and jump higher. If we want to fight, let's get Projectile. Extra mobility seems helpful, so let's get Climber. Climber gives us options, so let's get 2 and 3; we can climb fast and take actions while climbing. And a ninja that can't use tools sounds pretty useless, so let's get Dexterous. We now have an agile, sneaky ninja with plenty of ninja tools at its disposal! While your powers define "what" your monster is, "who" your monster is is important for roleplaying. There's a lot you can do with backstory and personality, but the only thing that will be mechanically relevant is your three aspects. Choose three words or phrases that define things about your character that aren't shown in your powers; what skills have they trained? What topics are they knowledgeable about? What connections do they have to other characters or factions? These aspects can give characters advantages; a character that's trained in detective work will be great at scanning a crime scene for clues or tracking down a missing person. A character that is obsessed with plants will likely be able to identify dangerous ones in the wild. Example aspects: Dragon. Dragons love hoarding gold, so if we want to make this a nice, stereotypical dragon, we can give it the aspect "Greedy Hoarder". This will help our dragon when it wants to steal some treasure for its hoard, or when taking revenge on someone who stole from it. Our dragon might also consider its friends to be part of its hoard, and will defend them just as fiercely! Speaking of gold, if our dragon loves it so much, let's give it the aspect "Gold and Crystals and Gems, Oh My!" Not only will this help it acquire treasure for its hoard, but our dragon probably knows a lot about these valuables. It can probably recognize whether a treasure is real or fake, and may even be able to identify magical jewels! Finally, such a big, strong monster probably has an ego just as big!.. Or maybe not. It might be more interesting if our dragon has a soft side! "Sensitive Heart" might show that our dragon is more likely to burst into tears when insulted rather than roar with rage, but also helps it be more aware of others' feelings, and help it show care and compassion. Example aspects: Ninja turtle. Ninjas have plenty of skills outside just physical abilities, so let's represent some of that with an aspect. "Master of Trickery" gives our ninja a bonus to deception, disguising, and misdirection. Say, how did our turtle become a ninja? Maybe they were "Taught by a Rat Mentor", which gives them an ally they might be able to call on for help, or gives them knowledge about rats and other rodents. And of course, our ninja turtle "Fights Against an Enemy Ninja Clan", giving them an enemy the GM can use and giving them knowledge about anti-ninja tactics. The last thing you can do is give your monster weaknesses. If there's one last power you really want your monster to have, you can give your monster a weakness from the WEAKNESSES section to get an extra Power Point. You can only get one extra point, or else monsters could get too complicated with like 10 different abilities to keep track of, but feel free to give your monster as many weaknesses as you want if you feel like it would be more fun and interesting. Example weakness: Dragon. It doesn't feel quite right that our dragon doesn't have any defense powers; surely such a huge beast would be more resilient, right? Let's give our dragon the Armored power to let it stand strong against powerful blows! But, a big monster is a big target, and probably isn't very agile, so let's give it a fitting weakness. The Sluggish weakness represents our dragon's big, slow body; a big strong dragon can't move quick or dodge well, after all. Tip: When creating your monster, talk with your other players; it might be pretty awkward if you brought your super cool and unique ice dragon to the table, only to find out that another player also made an ice dragon. Not to say that you can't have two ice dragons, just make sure everyone knows what's happening. You could even coordinate it to have the ice dragons be twins or rivals, or make other relationships between the party's monsters! Also make sure to show your character to the GM; they might have certain ideas about how the game will play out, and you don't want to end up with an aquatic monster in a desert setting. At least give the GM a heads-up so they can prepare rivers and oasis. And if you are the GM, make sure your players don't feel like their monsters' powers are useless; give them chances to use their monsters to the fullest! PLAYING THE GAME Once the game's expectations have been established and all the players have their custom monsters, it's time to play! The GM starts the story with some sort of plot hook, which will likely depend on the party, if they know each other, and what their goals are: If the party is a mercenary group, they might be hired to go explore a cave where strange things have been happening. Maybe all the monsters just happen to be in the same place, when a giant, conqueror dragon appears! Maybe the party lives peacefully together in the forest, when it comes under attack by humans! Maybe the each monster hears the same rumor about an ancient treasure, and they end up teaming up to search for it. Anything to get the party into the action! From there, play consists of the players making choices about what to do, where to go, what to say, until something uncertain happens that requires a dice roll. See the TESTS section for that. The most important thing to remember is that everyone at the table wants to have fun; do awesome stuff with your powers, yes, but try to help other players to cool stuff too! And the GM put lots of effort into preparing everything, so engage with the things they've made! Roleplay with the other players' monsters, and get to know all their cool backstory and interesting personality. And as mentioned earlier, GMs should make sure that every monster gets a chance to show off; if a monster has flight, give them a test of their flying skills. If a monster has poison resistance, throw a powerful venomous enemy at the party. If a monster has the weakness Element Vulnerability fire, threaten them with fire every now and then. If a monster has the aspect "Curse Researcher", put some curses in the game, or maybe even make one central to the plot. Players made their monsters for a reason! TESTS So you want to do something challenging or risky; leap across a giant chasm, dodge arrows from a dungeon trap, trick the werewolf into believing you're a "were-goblin", or just punch the werewolf in the face? You'll need to do a test. The GM determines when a test is needed, and sets the difficulty. The default difficulty is 8, and is often modified by the situation or characters involved; sneaking around at night is easier (-1), but deceiving a genius wizard is difficult (+1)... unless you stroke the wizard's ego: "You're a genius, you'd never fall for any tricks from a simple spider-pig like me" (+0). Difficulty guide: 7: Very easy (if difficulty is less than 7, don't bother rolling, just auto-succeed) 8: Easy 9: Moderate 10: Hard 11+: Very hard Once the GM is ready (they can choose whether to tell you the difficulty or keep it secret), the player rolls two six-sided dice (2d6), then adds +1 to their total for each bonus they have; cutting a rope with your Teeth & Claws power? You get +1. And you have the aspect "Rope Expert"? Another +1. And you have Element Power fire to burn the rope with flaming claws? +1 again! And a teammate with Element Power fire is helping you burn it? Power of friendship +1! Anything that would hinder you will give -1; shoving a heavy boulder while you have the Wimpy weakness gives -1. And you're poisoned with a weakness toxin? Another -1. And it has the Potent Toxin upgrade? -1 again. Add all your modifiers to your total, and if you roll above the difficulty, you succeed! If you roll below, you fail and face consequences. If you tie... The default rule for ties is: If it makes something change, you succeed, otherwise you fail. If you're trying to open a locked door, then if you succeed, the door will open. That causes a change, so you'll succeed if you tie. If your trying to dodge falling boulders, then if you succeed, nothing happens; you just don't get squished. So if you tie, you'll fail and get squished, because that WILL make something change. If it's unclear, the GM has final say on what happens; in unique circumstances, a tie might have a unique middle-ground result. What if a GM-controlled character tries to do something to a player, like the werewolf punching you back? Or when a player attacks another player? Two options. 1: Roll 2d6 and add the monster's relevant modifiers, then use that as the difficulty. 2: Start with a difficulty of 7, then add all the monster's modifiers to get the difficulty. Either way, the relevant player then rolls against that difficulty as normal. As usual, a tie results in a win for whoever is trying to change something; the werewolf will win this tie because getting punched in the face is a change. Tip: If for any reason a player wants to fail a roll, they may do so (such as letting the kracken grab them to get closer). If a player/character isn't rolling, but setting the difficulty instead, they can let the roll auto-succeed. If BOTH parties want to fail somehow, then the roll proceeds as normal, except "success" in this case means intentionally getting grabbed, missing your punch, etc. Just in case that somehow comes up. DANGER & STAMINA The world is often unsafe for a crew of monsters. Dungeon traps, freezing cold, hungry predators, lots of things can hurt you, and you can only shrug off so much. Each player monster has a reserve of 10 stamina, and when something hurts them, they'll lose some stamina. Physical damage isn't the only thing that reduces stamina; mental or emotional hardships can hurt the same way, like being scared out of your wits by a ghost, or being confronted with the realization that you've been wrong about a core belief. That's right, you can knock someone out by beating them in a debate. When a monster is threatened with harm, a test is required, with difficulty set by the GM. If the monster fails the test, they lose stamina equal to 1 + the difference between the difficulty and their roll; if the difficulty is 7 and they roll a 5, they lose 3 stamina. If the difficulty is 8 and they roll an 8, they lose 1. If a player monster attacks an GM-controlled monster, it works similarly; on a success, the GM's monster loses stamina equal to 1 + the difference between the player's roll and the difficulty. When a monster has no stamina left, they become unable to take significant action; they'll automatically fail all tests, and only be able to perform easy actions like walking, speaking, and eating. If a monster would lose any more stamina while in this state, they fall unconscious. Monsters recover stamina by eating and resting. If the party finds some food and has enough time to sit down and eat it, each monster that eats a meal regains 4 stamina. Monsters can also rest for 8 hours (usually sleeping, but some species might not, idk), which will recover all their lost stamina. But you can't recover on an empty stomach; you'll only recover your stamina if you've eaten a meal within the past 24 hours. Finally, you don't only lose stamina from being hurt. Monsters can also push their limits and spend stamina to get a bonus on a roll. When you roll a test, you can spend up to 2 stamina. You'll get a bonus to that roll equal to the stamina spent. You must choose whether to spend stamina BEFORE you roll the dice. Optional Rule - Survival Mode: It might be a little too easy to regain stamina, which would kinda ruin a gritty, survival-centric game. To make stamina a more valuable resource for those types of games, you can use the following bonus rules: Monsters can only eat something if they have a power that allows them to eat it, such as Herbivore, Omnivore, or Iron Stomach. Monsters get an extra Power Point to get one of these powers. All stamina recovery is halved; eating a plant meal with Herbivore recovers 4 instead of 8, eating a meal with Omnivore recovers 3, resting recovers half of your maximum stamina, etc. ENEMY MONSTERS To make an enemy monster for the players to fight, give it stamina depending on how many enemies there are at once and how hard you want the fight to be; 1 or 2 stamina if the players are outnumbered, 3 or 4 if it's an even match, and 5 or more if the players outnumber the enemies by 2 or more. Give each enemy a few powers, including at least one that's helpful in combat (such as Crushing Hammer, Projectile, or Armored). You can use the random tables in the "GM-less Play" document to help with this. TIME-SENSITIVE SCENARIOS Your boat is on fire? You're being ambushed by hunters? The room is filling with poison gas? In frantic situations like these, it's important to know who gets to act when, and how often. All players roll 2d6 and add any relevant modifiers to decide what order they'll act in, highest total first. A player can intentionally lower their total if their strategy requires acting after a certain party member. The GM can roll or just choose when non-player characters will act. When a character's turn comes up, they can only do one action; do they shoot fire at the enemy? Or try using their Mind Control power? Or climb a tree to get a good position for next turn? Or shove off the enemy that's pinning their ally? You only get one shot, so choose wisely. There's no hard rules for what counts as "one action", so it's up to the GM's judgment. Usually, if it requires a test, it's probably an action. Moving a short distance (like 10-15 feet) doesn't count as an action, but moving a larger distance does. POWERS For many powers, you can get them multiple times to get multiple options; for example, you can get Element Resistance with fire, then get it again with poison. When you get multiple of the same power, they are effectively separate powers that are upgraded separately, so they don't share upgrades; if you get the Full Immunity upgrade with fire resistance, you won't automatically get Full Immunity with your poison resistance. Each upgrade can normally only be obtained once. If you have multiple of the same power, you can get the same upgrade for both, because they're separate powers; you can get Elemental with fire and get the Extra Potent upgrade, then you can also get Elemental poison and get Extra Potent with that as well. Or you could get totally different combinations of upgrades. Again, each multiple is a separate, independent power. Powers that give a flat boost (like Armored) cannot be taken multiple times to stack the effect, unless otherwise stated (like Omnivore). INTERACTION These powers allow you to interact with objects, the environment, or other monsters in unique ways. Teeth & Claws: Your body has some sort of sharp implement; sharp claws, piercing teeth, a bladed tail, etc. You can cut and stab things with it. Upgrade - Razor Sharp: You get an additional +1 to rolls that use your sharp thing. You can get this upgrade multiple times. Crushing Hammer: Your body has some sort of bludgeoning implement; a hard head, a hammer-like tail, or maybe just a solid punch. You can smash things with it. Upgrade - Sledgehammer: You get an additional +1 to rolls that use your blunt thing. You can get this upgrade multiple times. Brute Strength: You're really strong. You can lift, shove, carry, and throw heavy things really well. Upgrade - Bodybuilder: You get an additional +1 to rolls that involve lifting, shoving, etc. You can get this upgrade multiple times. Elemental: Choose an element (fire, lightning, poison, darkness, sound, etc.). You can create that element and deliver it by touch; you can light things on fire, extinguish a light source, produce poison from your hands, zap an annoying party member, etc. Upgrade - Extra Potent: Your element is stronger, giving you an additional +1 to rolls that use it. You can get this upgrade multiple times. Upgrade - Long Range: You can shoot your element at a distance. Element Control: Choose an element. You can control (but not create) your chosen element while in close proximity, but you are limited to a normal person's physical strength. You can also sense the presence your element nearby. Upgrade - Powerful Control: You can lift, move, throw, etc. your element with great strength. Upgrade - Distant Control: You can control and sense your element from great distances. Long Reach: You have long/stretchy arms or some other prehensile appendage, letting you grab and interact with things from far away. Dexterous: You have thumbs! Or just extreme dexterity. You can skillfully manipulate and wield objects and tools. Multi-Limbs: You have several arms, tentacles, etc., and you know how to multitask. You can perform multiple actions per turn to interact with two things at once, but you have -1 on rolls when doing so. Upgrade - Even More Limbs: Via even more limbs or better multitasking, you can interact with an additional thing at once. You can get this upgrade multiple times. Venom Debilitation: You can produce a special toxin that weakens the victim for a few minutes. When you attempt to apply it, choose one of the options below. Weakness: The victim has reduced physical strength. Vulnerable: The victim is less wary or otherwise more vulnerable. Slow: The victim has reduced speed and/or stamina, making it hard to move around. Stun: The victim has becomes paralyzed, falls asleep, etc. This effect wears off if the victim is hurt. Your roll to apply this toxin has -1. Upgrade - Potent Toxins: Increase the effects of your chosen toxin (in most cases, this means they give -2 instead of -1). Stun does not benefit from this upgrade. Upgrade - Potent Infection: Your rolls to apply your toxin have +2. Upgrade - Long-Term Debilitation: Your toxin lasts for 24 hours. Projectile: Your body has some tool that you can throw or shoot, like a D&D manticore's tail spikes. Upgrade - Sniper: You can throw/shoot your projectiles at a very long range, and with excellent accuracy. Upgrade - Cannon: Your projectiles strike with high force. Upgrade - Explosive: On impact, your projectiles explode into something chosen when you get this upgrade, such as spikes, shrapnel, fire, poison, etc. Reckless: Most creature's bodies have built-in strength limits to stop them from hurting themselves. Yours doesn't. When you roll a test, you can spend any amount of stamina to get a bonus on that test equal to the stamina spent. Telepathy: You have the ability to project your thoughts into others' minds, and to hear their responses. You can communicate out to a range of about 60 feet, and you can talk through most walls. You and your target can project words and images, but you cannot read any thoughts not intentionally sent to you. Upgrade - Mind Reading: You can attempt to forcefully read a target's mind. Even after you succeed, the target can try to force you out, so make it quick. When a target successfully resists, they become immune for 24 hours. Upgrade - Mental Manipulation: You can attempt to make your target see, hear, smell, etc. illusions. Upgrade - Mind Control (requires Mind Reading): You can overwhelm the will of a target and make them obey your commands. You cannot force someone to harm themself or others that they wouldn't want to harm. After one hour, the effect wears off. When it wears off or when a target successfully resists, they become immune for 24 hours (immunity from your Mind Reading applies to this, and vice versa). Keen Senses: Choose one of these benefits (you can get both by taking this power twice). Sight: You can see extremely far and are excellent at spotting tiny details or movements. Other: You have extremely good hearing, smell, and taste, able to notice and recognize even tiny sounds or traces of a substance. MOBILITY These powers give you new ways to move around, letting you traverse areas that others can't. Aquatic: You can swim at your normal walking speed, and you can hold your breath for up to 10 minutes. You also have resistance to water-based harmful effects. (Note: This is basically Element Resistance with water, but I felt the need to make it separate because "resistance to water" doesn't sound very useful.) Upgrade - Fish: You can swim at double speed, and can breathe underwater. You are also immune to water-based harmful effects. Climber: Choose two of these benefits (you can get all four by taking this power twice). 1: You can climb almost any surface with ease, even smooth or slippery ones, and even ceilings. 2: You can take actions normally while climbing (such as by holding on with just your feet, leaving your hands free). 3: You can climb at your normal walking speed. 4: You can hold on to a climbing surface very tightly, making it hard for anything to knock you off. Flight: You have wings or some other method of flying. You fly at half your normal walking speed, and while flying, your ability to take actions is limited as you must focus your effort on staying in the air. Upgrade - Swift Flight: You can fly at your normal walking speed. You can get this upgrade again to fly at double speed. Upgrade - Effortless Flight: You can take actions normally while flying. Acrobat: Your body's agility and flexibility allow you to flip, slide, and parkour your way to glory! Athlete: Your body is optimized for track and field. While on the ground, you can run at double your normal speed. You can jump very high and far. Upgrade - Sprinter: You can run at triple speed. Upgrade - Frog: You can jump absurdly high and far. Burrower: You can dig tunnels through dirt, and you can dig through sand (but you won't leave a tunnel, because it's sand). Upgrade - Rapid Digging: You can burrow at your normal walking speed. SURVIVAL These powers help you not die, such as by giving resistance to harmful effects or by giving you more stamina from eating. Armored: You have a sturdy shell, hard scales, a thick hide, etc. You have +1 to resist physical harmful effects (bites & scratches, falling boulders, falling from a high height, etc). Upgrade - Tank: You have +2 resistance. Element Resistance: Choose an element. You are immune to minor harmful effects of that element (extreme heat from fire, electric zaps, poison gas) and you have +1 to resist major harmful effects. Upgrade - Full Immunity: You are fully immune to all harmful effects of the chosen element (you can swim in lava, eat poisonous mushrooms). Note that in the case of effects that aren't purely elemental (such as a venomous bite), you will ignore the elemental aspect, but not the entire effect (it's still a bite (you are not immune to teeth (you can get immunity to teeth also, I guess))). Herbivore: You regain +4 stamina from eating plants. This power stacks if you get it multiple times. Carnivore: You regain +4 stamina from eating meat. This power stacks if you get it multiple times. (NOTE: Make sure to ask your play group first before doing a cannibalism. Don't make people uncomfortable.) Omnivore: You regain +2 stamina from eating. This power stacks if you get it multiple times. Iron Stomach: "Inedible" is a subjective term. You can eat pretty much any organic matter, including poisonous or rotten things, but you'll only regain 2 stamina from a meal of things not normally edible (if you eat a mixed meal, such as a salad of fresh apples and poisonous mushrooms, you'll regain 3 stamina). Hungerless: Your body is extremely efficient with food. Even if you haven't eaten all day, you regain all your stamina when you rest as long as you've eaten within the past week. Vampire: Once per day, you can eat a meal by sucking blood from a living creature. The bite has -2 to succeed on an unwilling victim. The victim loses 4 stamina. If the victim didn't have any stamina, you regain only 2 stamina. This meal does not benefit from Omnivore nor Carnivore. SPECIAL These powers do weird things that don't fit in the other categories. Camouflage: Your skin/scales/whatever can change color and texture to blend in with your surroundings, letting you hide more easily. Upgrade - Invisibility: You can turn transparent, but your ability to take actions is limited as you must focus your effort on staying invisible. Shapeshift: You can change your body's shape, appearance, and size at will. You retain all your powers when transformed. Upgrade - Specialized Form: Choose two powers, or one power and an upgrade for it. When you transform, you can give up access to your other powers to gain access to your chosen power(s). You can get this upgrade multiple times, but you can only gain access to any two of your chosen powers/upgrades at a time. Silk Spinner: You can produce a thread-like material from your body. It's very durable, but it takes time to produce. Upgrade - Sticky Web: When you produce thread, you can make it very sticky. Upgrade - Mass Production: You can produce so much thread so fast that you can shoot it out at high-speed! Living Storage: You can store stuff somewhere in or on your body, such as in a kangaroo pouch, without needing to actively carry it. You have about enough capacity to store a small monster or one meal worth of food (completely unrelated examples, don't worry about it). Upgrade - Warehouse: Doubles your capacity. You can get this upgrade again to triple it, and again to quadruple, etc. WEAKNESSES Wimpy: Maybe you're small, or maybe you're just weak. You're bad at things that require physical brute strength, such as lifting, shoving, or throwing heavy things, or just punching stuff. Clumsy: Your limbs are awful at manipulating objects, most likely due to not having fingers. You have trouble grabbing/throwing things, and likely cannot use tools. Poor Sight: You have very poor eyesight. Choose two (or all three, if you want. or one, but you won't get a point). 1: You can only see things within about 15 feet. If your game isn't at a human-size scale, adjust range accordingly. 2: Everything is blurry, and you can only see general shapes. 3: You are colorblind. Upgrade (downgrade?) - Blindness: You cannot see at all. I recommend getting Keen Senses to make up for this. (Reminder: Getting this up/downgrade won't give you another extra point, it's just for fun.) Deafness: You cannot hear, and can be caught by surprise more easily by unseen threats. It is implied that you have some form of communication with your allies, such as sign language or writing, but it will be harder to communicate in some situations. Sluggish: Maybe you have a big, cumbersome body, or maybe you're just not agile. You're bad at things that involve quick, sudden movement, like dodging falling boulders or breaking into a sprint. Slow: You're a snail, a turtle, or otherwise just have a low top speed. Your normal speed is halved (this applies to all forms of movement). Obligate Fish: You automatically get the Aquatic power and can breathe underwater, but you cannot breathe outside of water nor walk on land. You can still hold your breath for 10 minutes outside water. (Make sure to ask your GM before picking this, it forces a lot of water into the game that might limit environment options.) Fragile: Your small and/or vulnerable body is weak against physical threats. You have -1 to resist physical harmful effects, such as bites/scratches, falling boulders, or falling from a high height. Element Vulnerability: Maybe you're a monster made of fire that's weak to water, or a plant monster that's weak to poison. Choose an element. You have -2 to resist harmful effects of that element. Obligate Diet: Choose plants, meat, or blood(from Vampire power). You cannot eat anything other than the chosen food. You cannot get this weakness in survival mode, because it's kinda already built into the rules. Big Eater: You have a big stomach and/or very high metabolism. Your meals need to be twice as big. If you eat a normal-sized meal, you get only half the benefits (you regain half as much stamina, and when you rest on a half-full stomach, you'll only regain half your maximum stamina). I'M NOT A GAME DESIGNER This is not a professional game, and I have never actually played it with anyone. All the numbers for stamina, power points, and difficulty are based mostly on gut feelings and estimations, and none of the powers or rules have seen any testing. Use these rules as suggestions, guides, and ideas, not as absolute. If you have an idea for a unique power not mentioned here, or if you think a power mentioned here should work differently, talk with your playgroup and homebrew to your heart's content. Especially if you've actually played the game. Same goes for altering everything else; rules, numbers, whatever.