Actions
Cannibalize
Type: Simple Action
The adversary can absorb and project an Accursed’s power back at them. If it successfully inflicts 1 damage in close combat, the adversary gains access to one (Storyguide’s choice) of the character’s spells and denies the character access to their spell until it’s used, the adversary is dead, or the scene ends. If this spell has a dice pool requirement for use, the adversary uses their primary pool to activate it. The adversary never has to hold or bleed curse dice to activate spells. The absorbed spell can be used once within the scene and must be absorbed again for a subsequent use. For each new use of this Dread Power, the adversary can steal a different spell.
Consume
Type: Reflexive Action
The adversary consumes its victims to sustain its own life. On a successful close combat attack, it can regain 1 injury by eating a generous handful of their enemy. Adversaries express this Dread Power in different ways, such as devouring blood, brains, and souls.
If using this Dread Power would bring the adversary’s injuries above its maximum, the creature gains a +1 Enhancement on all actions for the remainder of the scene, with successive instances raising it up to +3.
For Terrors and higher, Consume applies to all the adversary’s ranged attacks as well. For Nightmares, when the adversary uses Consume on a target for the first time in a scene, it gains +1 Power Advantage.
Elemental Teleportation
Type: Move Action
When picking this power, select a natural element the adversary relates to, like fire or ice. The adversary may teleport from an instance of this element in close range to one within long range of it. If that element is covering the area, such as a frosty cave or a lightning storm, the adversary can move instantly to whatever range band they wish.
Entangle
Type: Simple Action
Through silky webs, lashing roots, shadowy tendrils, or other means, the adversary can IMMOBILIZE their opponents. The adversary applies the Overgrowth area effect centered on itself out to medium range.
Invert Gravity
Prerequisite: Terror or higher
Type: Simple Action
The adversary can alter the gravity in the Area. Terrors afflict every target in the Area with the Slowed status effect. Nightmares and Shattered Spaces may do the same, or afflict the Area with the Demolished area effect, with each target taking 1 damage per round until the area effect is bought off.
Materialize
Prerequisite: Incorporeal
Type: Simple Action
For the remainder of the scene, the adversary phases into material form, becoming able to physically affect other beings without the use of Dread Powers, but likewise losing its immu-
nity to mundane damage.
Merge
Type: Simple Action
The adversary longs to become part of a bigger self. It can fuse with another consenting creature. This action cannot be mixed with any other. While the exact nature of the resultant entity varies, the monster thus created is a whole new creature a template higher than its strongest component (up to Nightmare), with full injuries and all the qualities and Dread Powers of its parts.
Potion Junkie
Prerequisite: Shiver, Fright, Terror, Nightmare
Type: Simple Action
When this adversary appears in a scene, they always have one (Shivers), two (Frights), three (Terrors), or four (Nightmares) potions prepared, the consumption of which takes a reflexive action and allows them to emulate an Accursed spell. This potion may be drinkable, inhalable, injectable, or edible, depending on its form.
If the emulated spell has a dice pool requirement for use, the adversary uses their primary pool to activate it. The adversary never has to bleed or hold curse dice to activate the potion. The emulated spell can be used once per potion, though different potions on the same adversary may contain different spells.
Puppeteer
Prerequisite: Fright, Terror, Nightmare
Type: Simple Action
The adversary crawls inside an inanimate item or corpse, commanding it from within like a puppet. For all purposes, the adversary appears to be truly whatever skin it has chosen. Attempts to discern its true nature are at +1 difficulty. The adversary must have the Incorporeal quality to use this Dread Power on targets smaller than it.
Shapeshift
Type: Simple Action
The adversary changes their body to resemble another creature or individual. The transformation results are perfect and undetectable, although characters who have reason to doubt can expose the truth with an Empathy action against the adversary’s Integrity. While the adversary maintains their dice pools, qualities, and Dread Powers when transformed, the Storyguide can grant it additional qualities to reflect its new shape.
Adversaries with this Dread Power can only transform into creatures of equal or smaller size. Returning to the adversary’s original shape is a reflexive action and does not take up a Dread Power use. While Shapeshift allows one to turn both into animals and people, some adversaries are limited to a category.
Shared Ability
Type: Simple Action
The adversary can extend one of their qualities to a willing compatriot (or more rarely, a neutral or antagonistic party). When Shivers share a quality, they sacrifice their own access to it for the remainder of the scene. Frights and above retain access to their qualities.
Telekinesis
Prerequisite: Fright or higher
Type: Simple Action
The adversary can lift and move objects with the power of their mind. When picking this Dread Power, select a maximum range between close and medium. The creature can physiclly manipulate targets within that range, with the possibility to use mental dice pools instead of physical ones to exert their will.
At the Storyguide’s discretion, the adversary can use Telekinesis to roll a ranged attack action. If the attack connects, the adversary inflicts no injuries and can only purchase the Establish Grapple Trick with their hits, but the grapple continues until the creature has control.
Trample
Type: Simple Action
The adversary charges at its opponents violently. As part of a rush movement, the creature may purchase the Shockwave Trick for 1 hit. Unlike a normal rush, Trample can be used even if the adversary starts at short or close range.