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Table: Recommended Level Modifier Chart    
Modifier Description Changes
Increased Stats Grant the equivalent of a level up for the creatures HP, MP and SP (increased by d4 x 10 + modifier%) +1
Extra Power, Perk or Feat Grant a bonus power, perk or feat +1 Per Tier
Extra Ability Grant a special ability not listed in the game (typically homebrewed) +2
Increased Damage Increases the amount of damage dealt by +100 +1
Increased TP Amount Increases the maximum TP by +1 +2
Weakened Stats Reduce the creatures HP, MP and SP as if they were to level down (decreased by d4 x 10 + modifier %) -1
Decreased Damage Decreases the amount of damage dealt by -100 -1
Decreased TP Amount Decreases the maximum TP by -1 -2
Removed Power, Perk or Feat Removes a power, perk or feat already listed on the creatures information -1 Per Tier
Positive Permanent Status Effect Grant a permanent positive status effect to a creature +1
Negative Permanent Status Effect Grant a permanent negative status effect to a creature -1
Reduced Costs Halves the costs of all abilities casted +2
Increased Costs Doubles the costs of all abilities casted -1
Cursed Creature Creature has the abilities of a curse with the ability to bestow it onto other creatures +1 every rank
Replace Abilities Replaces an ability already on the sheet with one of the same tier
Cause Permanent Effect Allow the creature to perform a permanent effect at-will. +1
Granted Resistance Granted resistance to a damage type (Damage is halved, cannot crit) +1
Granted Immunity Granted immunity to a damage type (Creature takes no damage) +2
Granted Weakness Granted weakness to a damage type (Creature takes double damage) -1
Granted Vulnerability Granted vulnerability to a damage type (All damage critically hits/automatically hits if it were to miss) -2
Increased Block/Dodge/Damage Reduction Choose to increase the Damage Reduction by +10%, Block DT by 50 or Dodge Chance by +10%. +1

Behaviour

Behaviour is incredibly important for the GM to follow in regards to how a creature behaves. Behaviours are more of a subtext which allows the GM to play the role of the creature effectively, however, the behaviour of the creature can be ignored, should the GM choose to do something else with it entirely.

Behaviour is helpful when building encounter compositions of balanced enemies to make combat more difficult, and to create a decent group effectively, without compromising too much time focusing on the exact right creatures.

None

This creature has no special behaviours whatsoever.

High-Priority

This creature focuses on high-priority, usually vulnerable targets, they usually prioritise support-based creatures.

Footpad

These are your simple creatures that are designed to deal as much damage as possible, not usually being the most resilient, they are able to usually take down other enemies very quickly.

Protector

This creature is designed to be used in a defensive situation, protecting others when they get a chance, they typically control aggression, but focus specifically in neutralising and fighting against the highest damage dealers.

Debuffer

These creatures have abilities that debuff, disable or generally stop their targets from performing certain actions, they have the most crowd control abilities, and are great against large swarms of creatures. These creatures usually prioritise those setting up elaborate attacks, or creatures that they deem have the highest threat.

Support

These creatures mainly have supportive abilities which buff, assist or heal their friends or allies. Known commonly to work with a protector in healing them, they ensure everyone is taken care of effectively, and sometimes providing consistent buffs alongside their healing

Diplomat

These creatures are not the type to fight directly, and are focused mainly on de-escalating or negotiating situations through various social means. They tend to protect themselves and move away from all physical forms of violence.

Jailor

These creatures essentially turn the battlefield smaller, or control their direct surroundings to entrap, snare and cause other creatures to face obstacles and check their positioning. This creature usually targets the most mobile of creatures first.

Intelligent (RL +1)

This creature is incredibly intelligent, usually having an innate knowledge of everyones type of power, and adapts accordingly to the situation. They look through gaps of combat strategy to decide the best course of action e.g. attacking exposed healers, unprotected footpads, flanked protectors… etc. They tend to act as leaders and co-ordinate those around them in groups to act cohesively.