Q: Can a character change facing when
performing a Recover from Stun action?
A: Yes. As explained in Section 6.1.2, a character designated to
activate may freely change his facing at the beginning of his
Activation but before moving (no matter what Action he chooses).
Q: Why is a “Lasting Illusion Animated”
vulnerable to “Dispel Magic,” when most
Strong Magic effects are not?
A: Depending upon the circumstances, It could be virtually impossible
to get an animated illusion to stay still long enough to perform a
“Disenchant” Ritual. Thus, the vulnerability to “Dispel Magic”
provides a necessary method for disposing of animated illusions.
Q: If I’m designing a “normal” dog, why do Peculiarities like
“Runner” count as
“mutations”? And, if the dog isn’t actually a
mutant, can it take the Disadvantage
“No Mutations”?
A: As explained in the rules, “Mutations represent Advantages and
Disadvantages a ‘normal’ human would never possess.
As a result, any character with any such Peculiarity is either a
member of a non-human race or species or a
‘mutant.’” So, while the dog’s various
Peculiarities may count as “mutations,” the dog will not actually be
considered a “mutant” by other characters; it will be considered a
normal dog and face whatever prejudices apply to dogs (e.g., it may
be barred from certain establishments, etc.) Adding the free
Peculiarity “Race” will make this distinction even more clear.
Nonetheless, because the character (dog) has Peculiarities that are
technically designated as “mutations,” it cannot have the
Disadvantage “No Mutations.” The same would be true for members of
any non-human race or species that possess “mutation” Peculiarities.
Such characters will only be considered “mutants” if their mutation
Peculiarities differ from those of other members of their
race/species (e.g., all Morlocks have “Night Vision”; but a Morlock
with “Night Vision” and “Regeneration” would be considered a mutant
Morlock).
Q: If a creature has “Beast (2)” (which includes
“Cannot Grab or Wrestle”) can it also
have “Special Grab”?
A: Yes. The creature would be unable to attempt normal Wrestling
maneuvers but could attempt the “free” Wrestling maneuvers afforded
by Special Grab. This would be a good way
to design an attack dog or something similar.
Q: Why are Peculiarities such as
“Runner” and
“Swimmer” considered
“mutations”?
A: The difference in normal human running and swimming speeds is
reflected by the Athletics attribute.
For example: A character with Athletics 5 could run a 40-meter dash
in approximately 6.5 seconds (which is fairly slow), while a
character with Athletics 8 could run a 40-meter dash in
approximately 4.16 seconds (which is amazingly fast). With “Runner”
at Level 1, the Athletics 5 character would improve his time to
4.44 seconds (remarkably fast) and the Athletics 8 character would
improve his time to 2.77 seconds (inhumanly fast).
Thus, the “Runner” Peculiarity only applies to characters that are
specially designed to run at inhuman speeds (e.g., a dog, a horse, an
ostrich, etc.) and whose legs are configured very differently from
those of a normal human (barring “Deceptive Appearance”). The same is
true of “Swimmer.”
Q: Can a character with
“Object-Based Mutations” or
“Non-Mutant Augmentation” have the
Disadvantage “No Mutations”?
A: No. As explained above, regardless of whether a character is
actually considered a “mutant,” he cannot have the “No Mutations”
Disadvantage if any of his Peculiarities are technically designated
as “mutations.” The “Object-Based Mutations” or “Non-Mutant
Augmentation” Peculiarities will simply mitigate the prejudice the
character may face as a result of his “mutation” Peculiarities.
Q: If a character has both a
“Damage Vulnerability” and a
“Lethal Reaction” to the same thing
(e.g., “Damage Vulnerability (Holy)” and
“Lethal Reaction (Holy Things)”), will the character suffer both
effects if he is struck with an object that satisfies the
Vulnerability/Reaction?
A: No. The attacker must choose whether he is using the object (e.g.,
a Holy Symbol) as a weapon (in which case “Damage Vulnerability”
applies) or as a Lethal Reaction object (in which case “Lethal
Reaction” applies).
Q: What are the limitations of
Olfactory Targeting and
Sonar (other
than those described in the rules)?
A: This has been largely clarified in the 2026 Edition. Like normal
vision, Olfactory Targeting and Sonar cannot “see” through objects or
barriers (walls, forests, ruins, etc.) that would block “line of
sight” to the target. Thus, while a character’s enhanced smell or
hearing may allow him to generally detect the presence of a target
beyond such an obstruction, he will not be able to “see” the target
(for combat purposes) or determine its exact location or movements.
So, while high level Sonar or Olfactory Targeting may have a very
long range, this is only true in open spaces where nothing obstructs
the target’s sound or scent from directly reaching the character.
Additionally, unlike normal vision, Olfactory Targeting and Sonar
will be blocked by any solid or liquid surface (such as a window, the
surface of a pond, etc.), which can provide significant impediments
to characters dependent upon such senses.
Q: When a victim is required to make more than one successful attempt
to resist poison, venom, toxin, etc., do the successful attempts need
to be consecutive?
A: No. The victim may add up his successful resistance attempts,
regardless of how far apart they are spaced.
Q: Do various “magic resistance” bonuses “stack”?
A: Yes.
For example, if a character has “Magic Resistance (3)” and
“Hard to Harm,” he will enjoy a +10 bonus to resist Harm spells (in
addition to whatever attribute score he chooses to use for the
resistance attempt).
Q: The “Resistance to Fear” Peculiarity
(formerly called “Courage”)
says it does not apply to “Fear” Peculiarities. If a character gains
the “Resistance to Fear” Peculiarity from a spell, chemical, or
potion, does this limitation still apply?
A: No. If a character effectively gains the “Resistance to Fear”
Peculiarity from a chemical, potion, spell, or other non-permanent
effect, the temporary Resistance to Fear will allow the character to
better resist (or even ignore) “Fear” Peculiarities.
For example: Emer has “Fear: Subterranean Places” and
“Resistance to Fear (2)” as Peculiarities. While this means Emer
isn’t afraid of much, her Resistance to Fear will not provide any
benefit when she finds herself in a subterranean place. On the other
hand, if Emer were to take a dose of the chemical “Madman” (which
grants “Resistance to Fear (2)”), Emer could ignore the effects of
her Fear Peculiarity for the duration of the Madman.