Monster
Augments
This is how
you build your monster. Some names and numbers are subject to change. Most
augments come in two levels which either double their effect or add an
additional effect (marked as 1x or 2x). Below is a list of augments along with their related stats and effects. This information is sufficient to flesh out a monster character concept in function and appearance.
A Monster character starts with 4 augment slots, these are recommended for limbs and similar augments that define the creature's overall appearance and movement. At each level (2-5) the character gets 2 more slots for augments, finally totaling in 12 augments.
Life:
Amount of damage a creature can take before being incapacitated or dying.
2x Boost
Life: Life +2 / +5
Energy:
Used to make special attacks, grapple and cast spells.
2x Boost
Energy: Energy +2 / +5
Strength:
How much normal melee damage a creature can deal, grapple strength, lifting and
push/pull ability
2x Boost
Strength: Strength +2 / +5
Toughness:
Reduces the amount of non-magical damage a creature takes in a single attack
2x Boost
Toughness: +2 / +5
Mind: Power
of some special and magical attacks
2x Boost
Mind: Mind +2 / +5
Will:
Resistance to some special and magical effects
2x Boost
Will: Will +2 / +5
Speed:
Indicates walking speed or a normal movement. Crawling is half that value,
running is twice that value or two moves, movement attacks are 1.5x that.
2x Boost
Speed: Speed +1 / +2
Size:
Relative physical size of a creature, impacts their overall stats to varying
degrees all monster characters start as small or medium
2x Boost
Size: Increase size which increases Life, Strength, Toughness and Speed by +1 /
+2
Tiny ->
Small -> Medium -> Large -> Huge
1x Extra
Head/s: Creature has multiple heads (exact number doesn’t matter) making them
immune to Critical Hits.
1x Extra
Eyes: Creature has more than two eyes (exact number doesn’t matter) making them
immune to sneak attacks
1x
Breathing: Creature can breath in abnormal environments like liquid or noxious
gasses
1x
Transformation: Gives the creature a humanoid disguise. Combat actions forcibly
break the disguise. (Must be taken during creature creation)
2x Monster
Magic: Creature has access to its choice of 5 / 10 spells. A character can take the spells at any time, but once the choice is made it's permanent and the level of the spell cannot exceed the level of the character.
1x Slime
Body: Creature’s body is a small amorphous mass with a solid core, its only
limbs are tentacles and it can only crawl. Has the benefit of Sticky feet,
Transformation, Breathing. It’s tentacle melee and grapple attacks are ranged
attacks with range equal to half the creature’s speed. (Must be taken during creature creation)
2x Monster
Pheromones: Boosts Ero value +1 / +3
Movement
Augments
2x Flight: Creature has the ability to hover and move through the air at crawl speed / Allows a creature to fly at normal speed (otherwise not at all), bypassing
terrain. Adds special Wing Attacks
1x Fins:
Allows a creature to move through liquid at normal speed (otherwise at
crawl/half speed). Adds special Fin Attacks
1x Scoops:
Allows a creature to move through solid masses at half speed (otherwise not at
all). Adds special Burrow Attacks.
1x Sticky
Feet: Allows a creature to move along vertical surfaces or ceilings at normal
speed (otherwise not at all). Surfaces and structures must be able to support
the creature’s weight or it will collapse.
Attack
Augments
Headbutt: A
weak attack to an enemy who has been grappled. 1dmg
1x Horns:
Boosts the damage of a headbutt to half the creature’s Strength
Bite: A
very weak attack to a grappled enemy: 1dmg to enemies for each size smaller
they are than the creature
1x Fangs:
adds a poison effect to the bite attack, effect works even if the bite does no
damage.
[Leech
Life, Leech Energy, Paralyze]
1x Tongue:
Adds a prehensile tongue that boosts grapple by +2
2x
Tentacles: Boosts grapple value by +1 / +3
2x Extra
Arms: Adds +1 / +2 attacks
1x Claws:
Boosts the damage of normal melee attacks by +2
1x Gullet:
Allows a creature to swallow an enemy or objects at least 2 sizes smaller than
itself and hold them for later retrieval.
1x Tail:
Allows a Tail Whip attack and boosts Grapple by +2
1x Stinger:
Adds a poison effects to normal attacks
[Drain
Strength, Drain Toughness, Drain Mind, Drain Will, Slow]
2x Breath
Weapon: A ranged special attack that originates from in or on the body. Base
damage is half Strength +1 for size level and -1 for each space away from the
target / creature gains an additional effect to the attack.
[Double
Damage on hit, Fire, Ice, Acid, Lightning, Pin]
Normal
attacks use the creatures Strength. A creature can normally make 1 attack per
turn
Punch:
Normal melee attack made with arms
Whip:
Normal melee attack made with a tail
Buffet:
Normal melee attack made with wings, in the air
Thrash:
Normal melee attack made with fins, in the water
Smash:
Normal melee attack made with scoops, under the ground
Special
attacks use the creature’s energy points to cause boosted damage or special
effects
Slam:
Special attack made with arms
Swoop:
Special attack made with wings, in the air
Wave:
Special attack made with fins, in the water
Tunnel:
Special attack made with scoops, under the ground
Grapple
attacks do no damage but initiate a grapple
Grab:
Grapple attack made with arms
Wind:
Grapple attack made with tail
Snatch:
Grapple attack made with wings, in the air
Dive: Grapple
attack made with fins, in the water
Pit:
Grapple attack made with scoops, under the ground
Body Slam:
Deals bonus damage based on how much smaller a target is than the attacker.
(Strength +50% per size level difference)
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