This part of the rules covers the creation of monsters. Monsters are not always things that go bump in the night but are rather all character like objects in the game that are not in the narrow set of races and types covered by player characters. A horse, a bird, or a shmoo would all be written up using these rules. Monsters use the player creation rules; this section simply extends those rules.
Characters and monsters in Realm of the Powers are written up the same way but with differences arising from physiology, magical origin, and brute geometry. There are a number of body types and modifiers (e.g. increased and decreased size) that fine tune the body types. Human player characters are size zero. Sizes above zero are attained by buying the body type modifier increased size. Sizes smaller than zero are attained by buying decreased size. The basic values for derived statistics in the rules for creating characters are for humans and other similar player races. Other types of creatures, when un- experienced, may have additional derived stats or sell back derived stats in their unexperienced state. This should be specified in the referee's writeup for each species. Each body type may have it's own hit location table, basic stats, natural weapons, required disadvantages and may have combat maneuvers or natural weapons unavailable to other body types. In addition, there are certain disadvantages and powers that various types of bodies must take. Each body type has certain movement types possible. For a particular species the referee will decide if they have a movement type, can get it by being taught (e.g. purchasing a skill), or cannot have it. Humanoids can have climbing, running, swimming, and leaping, for example but humans have running, can learn swimming, can learn (rapid) climbing, and have leaping. Learned types of movement are usually inferior to innate types. Monkeys, for example, are humanoids with innate climbing.
The cost of a body type, in design points, is supposed to reflect its advantages over or disadvantages under the nominal humanoid body type. Any creature type should also have the racial maximum and pair limit for basic stats stated if it different from the 20/10 given for player characters and humanoids in general.
This section of the rules lists the statistics and gives the generic hit table for various body types. For a particular race the referee may (and often should) take the hit table and respecialize it for the particular proportions and quirks of the race he has in mind.
Arthropod.
Cost: 10.
Arthropods are insects, crustaceans, spiders and the like. A size zero arthropod is a really, really big arthropod. Examples of traditional arthropods in a fantasy game are giant ants, giant spiders, giant crabs or giant scorpions.
Natural Weapons: Bite, claw, sting.
| Movement Modes (as appropriate) | |
|---|---|
| Running | 1+Ag/5+(Ag>14)/5 |
| Swimming | 1+Ag/5+(Ag>19)/5 |
| Flying | 4+(St+Ag)/10+(St+Ag>29)/10 |
| Tunneling | 1+St/20 (usually dirt) |
| Climb | (St+Ag)/10 |
| Leaping(hopping) | (St+Ag)/20+(St+Ag>19)/20 |
| Basic Armor | |
|---|---|
| Impact | St/3+(St>14)/3+(St>19)/3+... |
| Edge | St/5+(St>14)/5+(St>19)/5+... |
| Point | St/5+(St>14)/5+(St>19)/5+... |
| Fire | Cn/5+(Cn>14)/5+(Cn>19)/5+... |
| Necro | Cn/5+(Cn>14)/5+(Cn>19)/5+... |
| Magic | Cn/5+(Cn>14)/5+(Cn>19)/5+... |
| Save Modifications | |
|---|---|
| Agility | +20 |
| Perception | -20 |
| Poison | +10 |
| Shock | +30 |
| Stress | +10 |
| Unconsciousness | +50 |
| A Hit Table for General Arthropods | ||
|---|---|---|
| Roll | Location | Effect |
| 01-03 | Eyes | Blinds one eye on d100<5x hits taken, 1/2 dam. |
| 04-13 | Mouth parts | 1/2 damage |
| 14-35 | Leg(s) | 1/2 damage, lose leg on d100 < 5x hits taken |
| 35-60 | Core segment | none |
| 61-70 | Wing(back) | 1/2 damage, lose wing on d100 < 5x hits taken |
| 70-85 | Rear segment | 1/2 damage |
| 86-93 | Joint | 1 1/2 x damage |
| 94-00 | Foot | 1/2 damage |
| A Hit Table for Wasp/Bee style Arthrapods | ||
|---|---|---|
| Roll | Location | Effect |
| 01-03 | Eyes | Blinds one eye on d100<5x hits taken, 1/2 dam. |
| 04-13 | Mouth parts | 1/2 damage, lose mandibles on d100<5x hits taken. |
| 14-15 | Antenea | 1/2 damage, clips antennea on d100<5x hits taken. |
| 16-34 | Leg(s) | 1/2 damage, lose leg on d100 < 5x hits taken. |
| 35-60 | Core segment | none |
| 61-70 | Wings | 1/2 damage, wing damage roll. |
| 70-80 | Rear segment | 1/2 damage |
| 81-85 | Sting | lose sting on d100 < 5x hits taken. |
| 86-93 | Joint | 1 1/2 x damage |
| 94-00 | Foot | 1/2 damage |
This is the body type shared by birds, wyvverns, and other bipedal fliers with no arms. Size 5 would be a Roc, size two a wyvvern steed, a bald eagle is size -3.
Natural Weapons: Bite, Claw, Wing buffet
| Movement Mode | |
|---|---|
| Running | 1+Ag/8+(Ag>14)/8 |
| Swimming | 1+Ag/5+(Ag>14)/5 |
| Flying | 6+(St+Ag)/5+(Ag>9)/5+(Ag>14)/5 |
| Basic Armor | |
|---|---|
| Impact Defense | base of St/5+(St>14)/5+(St>19)/5+... |
| Edge Defense | base of 0 |
| Point Defense | base of 0 |
| Fire Defense | base of Cn/5+(Cn>9)/5+(Cn>14)/5+... |
| Magic Defense | base of Wp/5+(WP>14)/5+(Wp>19)/5+... |
| Necromantic Defense | base of Ws/5+(Ws>14)/5+(Ws>19)/5+... |
| Save Modifications | |
|---|---|
| Agility | -10 |
| Perception | +15 |
| Hit Table for Birdlike Creatures | ||
|---|---|---|
| Roll | Location | Effects |
| 01-08 | Top of Head | 1 1/2x damage, unconc. save |
| 09-15 | Side of Head | 1 1/2x damage, unconc. save |
| 16-18 | Face | 2x damage, lost eye roll |
| 19 | Beak | 1/2 damage; no beak, as 16-18 |
| 20-24 | Neck | 2x damage |
| 25-35 | Collar/Shoulders | |
| 36-45 | Chest. | |
| 46-66 | Wings | Agility to keep flying, wing damage roll |
| 67-70 | Solar plexus | Unconc. save |
| 71-79 | Stomach | |
| 80-84 | Abdomen | |
| 85-89 | Tail | 1/2 damage |
| 90-93 | Upper leg | |
| 94 | Knee | Shock save or buckle for d3 rounds+agility save/fall |
| 95-96 | Shins | Agility save or fall, 1/2 damage |
| 97-98 | Ankles | As knee, plus agility save or fall, 1/2 damage |
| 99-00 | Feet | Agility save or fall, 1/2 damage |
Blootches are mobile slime creatures, giant amoebas, etc. They have amorphous, fluid, or rubbery body structure and often have secretions which are quite devastating. Blootches usually buy no manipulation and trophic reduced intelligence. Blootches may choose the size of the pseudopod strike +/- one size level from their own real size. A size zero blootch is roughly 100 kilograms. Blootches may ooze though cracks half their own size or go down pipes of similar diameter at 1/3 their normal "running" movement. In effect they are considered to have the ability compressible at the eight point level. They are often dependent on some magic or rare substance to keep them alive and buy the disadvantage limited range of action based on proximity to their source. Blootches often purchase substantial poison armor, very high unconsciousness saves, and they are immune to falling down, having their breath knocked out, and they are very hard to knock around.
Natural Weapons: pseudopod strike (short tentacle).
| Movement Modes (as appropriate) | |
|---|---|
| Running | 1+Ag/10+(Ag>9)/10 |
| Swimming | Ag/10+(Ag>9)/10+(Ag>14)/10 |
| Climbing | (St+Ag)/24 |
| Basic Armor | |
|---|---|
| Impact | St/2+(St>14)/2+(St>19)/2+... |
| Edge | St/3+(St>14)/3+(St>19)/3+... |
| Point | St/3+(St>14)/3+(St>19)/3+... |
| Fire | Cn/5+(Cn>14)/5+(Cn>19)/5+... |
| Necro | Cn/3+(Cn>14)/3+(Cn>19)/3+... |
| Magic | Cn/3+(Cn>14)/3+(Cn>19)/3+... |
| Poison | Cn/10+(Cn>14)/10+(Cn>19)/10+... |
| Save Modifications | |
|---|---|
| Agility | +50 |
| Perception | -50 |
| Poison | +20 |
| Shock | +50 |
| Surprise | -30 |
| Unconsciousness | +30 |
| Hit Table for Blootches | ||
|---|---|---|
| Roll | Location | Effect |
| 01-00 | Body | normal damage |
| Other Hit Table for Blootches | ||
|---|---|---|
| Roll | Location | Effect |
| 01-10 | Eyes | 2x damage |
| 11-90 | body | none |
| 91-00 | mouth | 1 1/2x damage |
Centauroid.
Cost: 5.
Centauroids have a very wide range of possible natural weapons and may use made weapons if they have the requisite intellect. This body type is shared by classical centaurs, lamia, and other bizarre beasts. Classical centaurs are size 1-2.
Natural Weapons: Fist, bite, kick, possibly claws.
| Movement Mode | |
|---|---|
| Running | 4+Ag/5+(Ag>9)/5+(Ag>14)/5+(Ag>19)/5 |
| Swimming | Ag/10 |
| Leaping | (St+Ag)/20+(St+Ag>19)/20 |
| Basic Armor | |
|---|---|
| Impact Defense | base of St/5+(St>14)/5+(St>19)/5+... |
| Edge Defense | base of 0. |
| Point Defense | base of 0. |
| Fire Defense | base of Cn/5+(Cn>9)/5+(Cn>14)/5+... |
| Magic Defense | base of Wp/5+(WP>14)/5+(Wp>19)/5+... |
| Necromantic Defense | base of Ws/5+(Ws>14)/5+(Ws>19)/5+... |
| Save Modifications | |
|---|---|
| Agility | +20 |
| Hit Table for Centauroids | ||
|---|---|---|
| Roll | Location | Effects |
| 01-03 | Top of Head | 1 1/2x damage, unconc. save |
| 04-08 | Side of Head | 1 1/2x damage, unconc. save |
| 09-12 | Face | 2x damage, lost eye roll |
| 13-15 | Neck | 2x damage |
| 16-19 | Collar/Shoulders | |
| 20-27 | Chest | |
| 28-30 | Solar plexus | Unconsciousness save |
| 31-38 | Stomach | |
| 39-44 | Hips | |
| 45-46 | Crotch | Unconsciousness save (male) |
| 47-50 | Upper arm | |
| 51-52 | Elbow | Stress save or loose arm for d3 rounds. |
| 53-60 | Lower arm | Agility save to keep weapon. |
| 61-62 | Wrist | Agil. save to keep weap, 1/2 dam. |
| 63-65 | Hand | Agil. save to keep weap, 1/2 dam. |
| 66-67 | Fingers | Agil. save to keep weap, 1/2 dam, lost finger |
| 68-75 | Front legs | Agility save or fall. |
| 75-77 | Front Feet | 1/2x damage. |
| 78-85 | Back | |
| 86-90 | Abdomen | |
| 91-95 | Belly | |
| 96-97 | Buttocks | |
| 98-99 | Rear Legs | Agility save or fall |
| 00 | Rear Feet | 1/2x damage. |
Cephelapods.
Cost: 5 (10 with shell).
Cephelapods are squids, cuttlefish, nautilus. They come with and withoud shells. The are usually aquatic or marine creatures; the most famous in fantasy are the very large kraken.
Natural Weapons: Bite, tentacle or edged tentacle.
| Movement Modes (as appropriate) | |
|---|---|
| Running | 1+Ag/5+(Ag>19)/5 |
| Swimming | 4+Ag/5+(Ag>14)/5+(Ag>19)/5 |
| Climb | (St+Ag)/8 |
| Basic Armor | |
|---|---|
| Impact | St/3+(St>14)/3+(St>19)/3+...(Shell+5) |
| Edge | St/5+(St>14)/5+(St>19)/5+...(Shell+3) |
| Point | St/5+(St>14)/5+(St>19)/5+...(Shell+3) |
| Fire | Cn/5+(Cn>14)/5+(Cn>19)/5+...(Shell+3) |
| Necro | Cn/5+(Cn>14)/5+(Cn>19)/5+... |
| Magic | Cn/5+(Cn>14)/5+(Cn>19)/5+... |
| Save Modifications | |
|---|---|
| Agility | +20 |
| Shock | +10 |
| Unconsciousness | +10 |
| A Hit Table for Cephelapods | ||
|---|---|---|
| Roll | Location | Effect |
| 01-08 | Eyes | Lost Eye Roll, 2x damage. |
| 04-18 | Mouth parts | none. |
| 14-35 | Tentacles | loose tentacle on d100 < 5x hits taken. |
| 35-85 | Body | none. |
| 86-90 | Siphon | 1 1/2 damage. |
| 90-93 | Ink Sack (Body) | Referee decision. |
| 94-00 | Tail | 1/2 damage. |
Herpocentauoid.
Cost: 0.
Herpocentauroids have several possible natural weapons including the potential for fangs or a tail that hits as a tentacle and may use made weapons if they have the requisite intellect. This body type is a snake body melded with a humanoid upper body.
Natural Weapons: Fist, bite, grab (as snake), possibly claws.
| Movement Mode | |
|---|---|
| Running | 2+Ag/5+(Ag>14)/5 |
| Swimming | 2+Ag/5 |
| Basic Armor | |
|---|---|
| Impact Defense | base of St/5+(St>14)/5+(St>19)/5+... |
| Edge Defense | base of 0 |
| Point Defense | base of 0 |
| Fire Defense | base of Cn/5+(Cn>9)/5+(Cn>14)/5+... |
| Magic Defense | base of Wp/5+(WP>14)/5+(Wp>19)/5+... |
| Necromantic Defense | base of Ws/5+(Ws>14)/5+(Ws>19)/5+... |
| Save Modifications | |
|---|---|
| Agility | +10 |
| Hit Table for Herpocentauroids | ||
|---|---|---|
| Roll | Location | Effects |
| 01-03 | Top of Head | 1 1/2x damage, unconc. save |
| 04-07 | Side of Head | 1 1/2x damage, unconc. save |
| 08-10 | Face | 2x damage, lost eye roll |
| 11-12 | Neck | 2x damage |
| 13-15 | Collar/Shoulders | |
| 16-22 | Chest | |
| 23-24 | Solar plexus | Unconc. save |
| 25-34 | Stomach | |
| 35-42 | Hips | |
| 43-45 | Upper arm | |
| 46-47 | Elbow | Stress save or loose arm for d3 rounds |
| 48-53 | Lower arm | Agility save to keep weapon |
| 54-55 | Wrist | Agil. save to keep weap |
| 56-58 | Hand | Agil. save to keep weap |
| 59-60 | Fingers | Agil. save to keep weap, lost finger roll |
| 61-80 | Abdomen | |
| 81-00 | Tail | 1/2x damage |
Hexaped.
Cost: 5.
This body type is intended for quadrupeds with two extra legs. Basalisks and nightshades are examples of this body type. Size is to the same scale as with quadrupeds. Hexapeds must take the disadvantage no manipulation and usually have animal intellect. Six limbed types where two of the limbs perform manipulation are centauroids.
Natural Weapons: kick, claw, bite, possibly tail buffet.
| Movement Mode | |
|---|---|
| Running | 5+Ag/5+(Ag>9)/5+(Ag>14)/5+(Ag>19)/5+(Ag>24)/5 |
| Swimming | 1+Ag/10 |
| Leaping | (St+Ag)/20+(St+Ag>19)/20 |
| Basic Armor | |
|---|---|
| Impact Defense | base of St/5+(St>14)/5+(St>19)/5+... |
| Edge Defense | base of 0 |
| Point Defense | base of 0 |
| Fire Defense | base of Cn/5+(Cn>9)/5+(Cn>14)/5+... |
| Magic Defense | base of Wp/5+(WP>14)/5+(Wp>19)/5+... |
| Necromantic Defense | base of Ws/5+(Ws>14)/5+(Ws>19)/5+... |
| Save Modifications | |
|---|---|
| Agility | +40 |
| Hit Table for Hexapeds | ||
|---|---|---|
| 01-02 | Mouth | Steed, stress save or bolt |
| 03-04 | Face | 2x damage, lost eye roll, steed Stress or bolt |
| 05-08 | Top of Head | 1 1/2x damage, unconsciousness save |
| 09-13 | Side of Head | 1 1/2x damage |
| 14-16 | Neck | 2x damage |
| 17-24 | Front legs | Steed lamed on 3xdam. taken<d100 |
| 25-26 | Front Feet | 1/2x damage |
| 27-39 | Chest | |
| 40-48 | Back | |
| 49-57 | Middle legs | Steed lamed on 3xdam. taken<d100 |
| 58-59 | Middle Feet | 1/2x damage |
| 60-65 | Abdomen | |
| 66-72 | Belly | |
| 73-75 | Lower Back | |
| 76-83 | Buttocks | |
| 84-90 | Rear Legs | Steed lamed on 3xdam. taken<d100 |
| 91-96 | Rear Feet | 1/2x damage |
| 97-00 | Tail Area | |
Humanoid
Cost: 0
This is the body type shared by men, elves, dwarves, goblins, ogres, giants, etc. The rules for creation of player characters apply to this body type. Size zero is a human or dwarf. Minus one is a gnome. Plus one is an ogre.
Natural Weapons: Fist, Bite.
| Movement Mode | |
|---|---|
| Running | 1+Ag/5+(Ag>9)/5+(Ag>14)/5 |
| Swimming | Ag/5+(Ag>14)/5 |
| Climbing | (St+Ag)/20+(Ag>9)/20+(Ag>14)/20 |
| Leaping | (St+Ag)/20+(St+Ag>19)/20 |
| Basic Armor | |
|---|---|
| Impact Defense | base of St/5+(St>14)/5+(St>19)/5+... |
| Edge Defense | base of 0 |
| Point Defense | base of 0 |
| Fire Defense | base of Cn/5+(Cn>9)/5+(Cn>14)/5+... |
| Magic Defense | base of Wp/5+(WP>14)/5+(Wp>19)/5+... |
| Necromantic Defense | base of Ws/5+(Ws>14)/5+(Ws>19)/5+... |
Save Modifications: None
| Hit Table for Humanoids | ||
|---|---|---|
| Roll | Location | Effects |
| 01-06 | Top of Head | 1 1/2x damage, unconc. save |
| 07-14 | Side of Head | 1 1/2x damage, unconc. save |
| 15-20 | Face | 2x damage, lost eye roll |
| 21-24 | Neck | 2x damage |
| 25-30 | Collar/Shoulders | |
| 31-46 | Chest. | |
| 47-48 | Solar plexus | Unconsciousness save |
| 49-61 | Stomach. | |
| 62-66 | Hips. | |
| 67-68 | Crotch | Unconsciousness save (male only) |
| 69-73 | Upper arm. | |
| 74-75 | Elbow | Stress save or loose arm for d3 rounds |
| 76-79 | Lower arm | Agility to keep weapon |
| 80-81 | Wrist | Agility to keep weapon, 1/2 dam |
| 82-83 | Hand | Agility to keep weapon, 1/2 dam |
| 84-85 | Fingers | Agility to keep weapon, 1/2 dam., lost finger roll |
| 86-91 | Upper leg. | |
| 92-93 | Knee | As elbow plus agility save or fall |
| 94-96 | Shins | Agility save or fall, 1/2 damage |
| 97-98 | Ankles | As elbow, plus agility save or fall, 1/2 damage |
| 99-00 | Feet | Agility save or fall, 1/2 damage |
Humanoid, Ice Adapted
Cost: 5
This is the body type is a modification of the humanoid body type for ice worlds. While details vary, this life form has retractable blade-like claws that function as ice skates and small webs that can be used both to fall gracefully and to catch the wind while skating. The skate speed given if for a moderate or better wind, speed is half that in light wind and one-quarter in still air.
Natural Weapons: Bite, claw, kick.
| Movement Mode | |
|---|---|
| Running | 1+Ag/5+(Ag>9)/5+(Ag>14)/5 |
| Skating | 5+Ag/3+(Ag>9)/3+(Ag>14)/3 |
| Climbing | (St+Ag)/20+(Ag>9)/20 |
| Leaping | (St+Ag)/20+(St+Ag>19)/20 |
| Basic Armor | |
|---|---|
| Impact Defense | base of St/5+(St>14)/5+(St>19)/5+... |
| Edge Defense | base of 0 |
| Point Defense | base of 0 |
| Fire Defense | base of Cn/5+(Cn>9)/5+(Cn>14)/5+... |
| Magic Defense | base of Wp/5+(WP>14)/5+(Wp>19)/5+... |
| Necromantic Defense | base of Ws/5+(Ws>14)/5+(Ws>19)/5+... |
Save Modifications: None
| Hit Table for Ice Humanoids | ||
|---|---|---|
| Roll | Location | Effects |
| 01-06 | Top of Head | 1 1/2x damage, unconc. save |
| 07-14 | Side of Head | 1 1/2x damage, unconc. save |
| 15-20 | Face | 2x damage, lost eye roll |
| 21-24 | Neck | 2x damage |
| 25-30 | Collar/Shoulders | |
| 31-46 | Chest. | |
| 47-48 | Solar plexus | Unconsciousness save |
| 49-61 | Stomach. | |
| 62-66 | Hips. | |
| 67-68 | Crotch | Unconsciousness save (male only) |
| 69-70 | Upper arm. | |
| 71-73 | Glide web | Shock save at -5/point taken or web torn* |
| 74-75 | Elbow | Stress save or loose arm for d3 rounds |
| 76-79 | Lower arm | Agility to keep weapon |
| 80-81 | Wrist | Agility to keep weapon, 1/2 dam |
| 82-83 | Hand | Agility to keep weapon, 1/2 dam |
| 84-85 | Fingers | Agility to keep weapon, 1/2 dam., lost finger roll |
| 86-91 | Upper leg. | |
| 92-93 | Knee | As elbow plus agility save or fall |
| 94-95 | Shins | Agility save or fall, 1/2 damage |
| 96-97 | Ankles | As elbow, plus agility save or fall, 1/2 damage |
| 98-99 | Feet | Agility save or fall, 1/2 damage |
| 00 | Skates | As above plus lose skate on critical hit |
| *1/2 skate speed each web disabled | ||
Quadruped.
Cost: 0.
This body type is intended for all quadrupeds. Horses, antelope, dogs, lions, rabbits, etc. Size zero is a pony. Size one is a war horse or large draft animal. Size minus one is a big dog or gazelle. Quadrupeds must take the disadvantage no manipulation and usually have animal intellect.
Natural Weapons: kick, claw, bite, possibly tail buffet.
| Movement Mode | |
|---|---|
| Running | 5+Ag/5+(Ag>9)/5+(Ag>14)/5+(Ag>19)/5+(Ag>24)/5 |
| Swimming | 1+Ag/15 |
| Leaping | (St+Ag)/20+(St+Ag>19)/20 |
| Basic Armor | |
|---|---|
| Impact Defense | base of St/5+(St>14)/5+(St>19)/5+... |
| Edge Defense | base of 0 |
| Point Defense | base of 0 |
| Fire Defense | base of Cn/5+(Cn>9)/5+(Cn>14)/5+... |
| Magic Defense | base of Wp/5+(WP>14)/5+(Wp>19)/5+... |
| Necromantic Defense | base of Ws/5+(Ws>14)/5+(Ws>19)/5+... |
| Save Modifications | |
|---|---|
| Agility | +30 |
| Hit Table for Quadrupeds | ||
|---|---|---|
| 01-03 | Mouth | Steed, stress save or bolt |
| 04-05 | Face | 2x damage, lost eye roll, steed Stress or bolt |
| 06-10 | Top of Head | 1 1/2x damage, unconsciousness save |
| 10-15 | Side of Head | 1 1/2x damage |
| 16-19 | Neck | 2x damage |
| 20-27 | Front legs | Steed lamed on 5xdam. taken<d100 |
| 28-30 | Front Feet | 1/2x damage |
| 31-45 | Chest | |
| 46-55 | Back | |
| 56-62 | Abdomen | |
| 63-70 | Belly | |
| 71-75 | Lower Back | |
| 76-83 | Buttocks | |
| 84-90 | Rear Legs | Steed lamed on 5xdam. taken<d100 |
| 91-96 | Rear Feet | 1/2x damage |
| 97-00 | Tail Area | |
Snake.
Cost: 0.
This body type is intended for snakes, eels, and the like. Size zero is a medium anaconda or other absurdly large snake. A large Diamond back rattler is size -2. Snakes take no manipulation and usually reduced intelligence at the animal level. They may have poison bites and some few spit poison.
Natural Weapons: Bite or Grab maneuver
| Movement Mode | |
|---|---|
| Running (slithering) | 2+Ag/5+(Ag>14)/5 |
| Swimming | 1+Ag/5 |
| Climbing | (St+Ag)/10 |
| Basic Armor | |
|---|---|
| Impact Defense | base of St/5+(St>14)/5+(St>19)/5+... |
| Edge Defense | base of 0 |
| Point Defense | base of 0 |
| Fire Defense | base of Cn/5+(Cn>9)/5+(Cn>14)/5+... |
| Magic Defense | base of Wp/5+(WP>14)/5+(Wp>19)/5+... |
| Necromantic Defense | base of Ws/5+(Ws>14)/5+(Ws>19)/5+... |
| Saving Throw Modifications | |
|---|---|
| Agility | +50 |
| Hit Table for Snakes | ||
|---|---|---|
| 01-05 | Snout | |
| 06-10 | Head | 1 1/2x damage |
| 11-14 | Eye | 2x damage, lost eye roll |
| 15-18 | Neck | 2x damage |
| 19-35 | Chest | |
| 36-50 | Abdomen | |
| 51-00 | Tail | 1/2 x damage |
This is the body type shared by fairies, winged devils, hawk-men, and other "people with wings". See the humanoid body type for sizing comparisons.
Natural Weapons: Fist, Bite, Wing buffet
| Movement Mode | |
|---|---|
| Running | 1+Ag/5+(Ag>9)/5+(Ag>14)/5 |
| Swimming | Ag/5+(Ag>14)/5 |
| Climbing | (St+Ag)/20+(Ag>9)/20+(Ag>14)/20 |
| Flying | 4+(St+Ag)/5+(Ag>9)/5+(Ag>14)/5 |
| Basic Armor | |
|---|---|
| Impact Defense | base of St/5+(St>14)/5+(St>19)/5+... |
| Edge Defense | base of 0 |
| Point Defense | base of 0 |
| Fire Defense | base of Cn/5+(Cn>9)/5+(Cn>14)/5+... |
| Magic Defense | base of Wp/5+(WP>14)/5+(Wp>19)/5+... |
| Necromantic Defense | base of Ws/5+(Ws>14)/5+(Ws>19)/5+... |
| Save Modifications | |
|---|---|
| Agility | +10 |
| Perception | -5 |
| Shock | -5 |
| Hit Table for Winged Humanoids | ||
|---|---|---|
| Roll | Location | Effects |
| 01-05 | Top of Head | 1 1/2x damage, unconc. save |
| 06-12 | Side of Head | 1 1/2x damage, unconc. save |
| 13-17 | Face | 2x damage, lost eye roll |
| 18-21 | Neck | 2x damage |
| 22-26 | Collar/Shoulders | |
| 27-38 | Chest. | |
| 39-49 | Wings | Agility to keep flying, wing damage roll |
| 50-51 | Solar plexus | Unconc. save |
| 52-62 | Stomach | |
| 63-66 | Hips | |
| 67-68 | Crotch | Unconc. save. (male only) |
| 69-73 | Upper arm | |
| 74-75 | Elbow | Stress save or loose arm for d3 rounds |
| 76-79 | Lower arm | Agility keep weapon |
| 80-81 | Wrist | Agility to keep weapon, 1/2 dam. |
| 82-83 | Hand | Agility to keep weapon, 1/2 dam. |
| 84-85 | Fingers | Agil. to keep weapon, 1/2 dam, lost finger roll |
| 86-91 | Upper leg | |
| 92-93 | Knee | As elbow plus agility save or fall |
| 94-96 | Shins | Agility save or fall, 1/2 damage |
| 97-98 | Ankles | As elbow, plus agility save or fall, 1/2 damage |
| 99-00 | Feet | Agility save or fall, 1/2 damage |
Winged Quadruped.
Cost: 5.
This body type is intended for creatures such as dragons and Pegasi. Winged Quadrupeds may take the disadvantage no manipulation. A Pegasus is size one or two. An adult dragon is at least size four.
Natural Weapons: Kick, claw, bite, wing buffet, possibly tail buffet
| Movement Mode | |
|---|---|
| Running | 5+Ag/5+(Ag>9)/5+(Ag>14)/5+(Ag>14)/5+(Ag>19)/5 |
| Swimming | 1+Ag/10 |
| Leaping | (St+Ag)/20+(St+Ag>19)/20 |
| Flying | 1+Ag/5+(Ag>9)/5+(Ag>14)/5 |
| Basic Armor | |
|---|---|
| Impact Defense | base of St/5+(St>14)/5+(St>19)/5+... |
| Edge Defense | base of 0 |
| Point Defense | base of 0 |
| Fire Defense | base of Cn/5+(Cn>9)/5+(Cn>14)/5+... |
| Magic Defense | base of Wp/5+(WP>14)/5+(Wp>19)/5+... |
| Necromantic Defense | base of Ws/5+(Ws>14)/5+(Ws>19)/5+... |
| Saving Throw Modifiers | |
|---|---|
| Agility | +30 |
| Hit Table for Winged Quadrupeds | ||
|---|---|---|
| 01-03 | Mouth | |
| 04-05 | Face | 2x damage, lost eye roll |
| 06-10 | Top of Head | 1 1/2x damage, unconsciousness save |
| 10-15 | Side of Head | 1 1/2x damage |
| 16-19 | Neck | 2x damage |
| 20-27 | Front legs | Agility or fall if standing |
| 28-29 | Front Feet | 1/2x damage |
| 30-43 | Chest | |
| 44-49 | Wings | Agil. save to keep flying, wing damage roll |
| 50-55 | Back | |
| 56-62 | Abdomen | |
| 63-70 | Belly | |
| 71-75 | Rear Back | |
| 76-83 | Buttocks | |
| 84-90 | Rear Legs | Agility or fall if standing |
| 91-96 | Rear Feet | 1/2x damage |
| 97-00 | Tail Area | |
| Lost Eye at +hits taken | |
|---|---|
| 01-75 | no lost eyes |
| 76-90 | one lost eye |
| 91-00 | two lost eyes |
| Lost Fingers at +hits taken | |
|---|---|
| 01-75 | no lost fingers |
| 76-90 | one lost finger |
| 91-96 | two lost fingers |
| 97-98 | three lost fingers |
| 99 | four lost fingers |
| 00 | five lost fingers |
| 101+ | lost hand (ouch...) |
| Wing Damage @ +hits taken | |
|---|---|
| 01-60 | no effect on wings |
| 61-80 | one wing injured, stress save to fly, 1/2 velocity |
| 81-90 | two wings damaged, stress save at -30 to fly, 1/4 velocity |
| 91-95 | Wing sheared off |
| 96-00 | Two wings sheared off |
Many monsters don't have have swords, bows, or other technological weapons but rather have natural weapons such as teeth, claws, stings, tentacles, etc. This section lists the base damage for these sorts of attacks indexed by size. Many sorts of attacks are not listed, but the ones here include most of the possible geometries. For the pseudopod on a giant amoeba, use a small tentacle. The numbers that describe a natural weapon are:
| Bite: point or edge | |||
|---|---|---|---|
| Size | Asp | Dam | Len |
| -4 | -0 | d3 | 0 |
| -3 | -0 | d5 | 0 |
| -2 | -1 | d6+1 | 1 |
| -1 | -1 | d6+3 | 2 |
| 0 | -1 | 2d6+1 | 3 |
| 1 | -2 | 2d6+3 | 4 |
| 2 | -2 | 3d6+1 | 5 |
| 3 | -2 | 3d6+3 | 6 |
| 4 | -3 | 4d6+1 | 7 |
| 5 | -3 | 4d6+3 | 8 |
| 6 | -3 | 5d6+1 | 9 |
| Claw: point | |||
|---|---|---|---|
| Size | Asp | Dam | Len |
| -4 | -0 | d5 | 0 |
| -3 | -1 | d6 | 1 |
| -2 | -1 | d6+2 | 2 |
| -1 | -2 | 2d6 | 3 |
| 0 | -2 | 2d6+3 | 5 |
| 1 | -2 | 3d6+1 | 6 |
| 2 | -3 | 3d6+3 | 7 |
| 3 | -3 | 4d6+2 | 9 |
| 4 | -3 | 5d6 | 10 |
| 5 | -4 | 5d6+2 | 11 |
| 6 | -4 | 6d6+1 | 13 |
| Fist: impact | |||
|---|---|---|---|
| Size | Asp | Dam | Len |
| -4 | -0 | d5 | 0 |
| -3 | -1 | d6 | 1 |
| -2 | -2 | d6+2 | 2 |
| -1 | -2 | 2d6 | 3 |
| 0 | -2 | 3d6 | 4 |
| 1 | -3 | 3d6+3 | 5 |
| 2 | -3 | 4d6+2 | 6 |
| 3 | -3 | 5d6+1 | 7 |
| 4 | -4 | 6d6 | 8 |
| 5 | -4 | 6d6+3 | 9 |
| 6 | -4 | 7d6+2 | 10 |
| Kick: impact | |||
|---|---|---|---|
| Size | Asp | Dam | Len |
| -4 | -1 | d5 | 1 |
| -3 | -2 | d6+1 | 2 |
| -2 | -3 | d6+3 | 3 |
| -1 | -3 | 2d6+2 | 4 |
| 0 | -4 | 3d6+3 | 6 |
| 1 | -4 | 4d6+1 | 8 |
| 2 | -5 | 5d6 | 9 |
| 3 | -5 | 5d6+3 | 10 |
| 4 | -6 | 6d6+2 | 11 |
| 5 | -6 | 7d6+1 | 12 |
| 6 | -7 | 8d6 | 14 |
| Long Tentacle: impact(edge) | ||||
|---|---|---|---|---|
| Size | Asp | Dam | Len | (edge) |
| -4 | -2 | d6 | 3 | d3 |
| -3 | -3 | d6+1 | 5 | d5 |
| -2 | -4 | d6+3 | 7 | d6+1 |
| -1 | -5 | 2d6+1 | 9 | 2d6 |
| 0 | -6 | 3d6+2 | 11 | 2d6+3 |
| 1 | -7 | 4d6 | 13 | 3d6+2 |
| 2 | -8 | 4d6+3 | 15 | 4d6 |
| 3 | -9 | 5d6+1 | 17 | 4d6+2 |
| 4 | -10 | 6d6 | 19 | 5d6 |
| 5 | -11 | 6d6+3 | 21 | 5d6+2 |
| 6 | -12 | 7d6+2 | 23 | 6d6 |
| Short Tentacle : impact(edge) | ||||
|---|---|---|---|---|
| Size | Asp | Dam | Len | (edge) |
| -4 | -1 | d5 | 3 | d3 |
| -3 | -2 | d6 | 2 | d5 |
| -2 | -3 | d6+2 | 3 | d6 |
| -1 | -3 | 2d6 | 4 | d6+1 |
| 0 | -4 | 2d6+2 | 6 | d6+3 |
| 1 | -4 | 3d6 | 7 | 2d6 |
| 2 | -5 | 3d6+3 | 9 | 2d6+2 |
| 3 | -5 | 4d6+2 | 11 | 3d6+1 |
| 4 | -6 | 5d6+1 | 12 | 4d6 |
| 5 | -6 | 6d6 | 14 | 4d6+3 |
| 6 | -7 | 7d6 | 16 | 5d6+2 |
| Sting: point | |||
|---|---|---|---|
| Size | Asp | Dam | Len |
| -4 | -0 | d6+1 | 0 |
| -3 | -0 | d6+2 | 0 |
| -2 | -1 | d6+3 | 1 |
| -1 | -1 | 2d6 | 2 |
| 0 | -1 | 2d6+1 | 2 |
| 1 | -2 | 2d6+3 | 3 |
| 2 | -2 | 3d6 | 3 |
| 3 | -2 | 3d6+2 | 4 |
| 4 | -3 | 3d6+3 | 4 |
| 5 | -3 | 4d6 | 5 |
| 6 | -3 | 4d6+2 | 5 |
| Wing Buffet : impact | |||
|---|---|---|---|
| Size | Asp | Dam | Len |
| -4 | -2 | d5 | 2 |
| -3 | -3 | d6 | 3 |
| -2 | -4 | d6+2 | 4 |
| -1 | -4 | 2d6 | 5 |
| 0 | -5 | 2d6+3 | 6 |
| 1 | -5 | 3d6+1 | 8 |
| 2 | -6 | 4d6 | 9 |
| 3 | -6 | 5d6 | 12 |
| 4 | -7 | 5d6+3 | 14 |
| 5 | -7 | 6d6+2 | 18 |
| 6 | -8 | 7d6+3 | 20 |
| Horn: point | |||
|---|---|---|---|
| Size | Asp | Dam | Len |
| -4 | -0 | d5 | 0 |
| -3 | -1 | d6 | 1 |
| -2 | -2 | d6+3 | 2 |
| -1 | -2 | 2d6+1 | 3 |
| 0 | -3 | 3d6 | 5 |
| 1 | -4 | 3d6+2 | 6 |
| 2 | -4 | 4d6+1 | 7 |
| 3 | -5 | 5d6 | 9 |
| 4 | -6 | 5d6+2 | 10 |
| 5 | -6 | 6d6+1 | 11 |
| 6 | -7 | 7d6 | 13 |
| Tusk : point | |||
|---|---|---|---|
| Size | Asp | Dam | Len |
| -4 | -0 | d5 0 | |
| -3 | -0 | d6 | 1 |
| -2 | -1 | d6+1 | 1 |
| -1 | -2 | d6+3 | 2 |
| 0 | -2 | 2d6 | 3 |
| 1 | -3 | 2d6+2 | 3 |
| 2 | -4 | 3d6 | 4 |
| 3 | -5 | 3d6+3 | 5 |
| 4 | -5 | 4d6+2 | 5 |
| 5 | -6 | 5d6+1 | 6 |
| 6 | -7 | 6d6 | 7 |
The following modifiers are used to change the type and size of monsters. For a +1/2 power advantage a body type modifier may be made variable and turned on and off with a -3 delay, i.e. used as a power. Body modifiers that are powered or changed by absorbing damage or magic or by statistic drain need not pay this premium if they are otherwise involuntary. See the section on powers for details on powers and cost advantages and power advantages.
A default realm of the powers character is a roughly five to seven foot humanoid with a density close to that of water. Each level of decreased size roughly halves the creatures mass, dividing its dimensions by about 1.26. The dimension may also be swapped about; homanoids have on long, one short, and one very short dimension. A turtle has two long and one short dimension, for example, and so at the same mass would be shorter in its longest dimension. Each level of increased side roughly doubles mass and multiplies dimensions by about 1.26. A size six dragon is thus 20-28 feet long. Increased density doubles mass without changing size.
A creature with the compressible body modifier can go through a hole half the size (diameter) it could normally. Additional purchases of the ability compressible give a like bonus. For 40 points a compressible creature could go through a hole one-thirty second the size it normally could.
Decreased size reduces the efficacy of natural weapons and costs the creature 1" of running, swimming, and leaping movement off its base value per level of decreased size, to a minimum of half the base movement. It also adds +1" of distance or +10 to the chance of knock-down or knock-back results. Each level of decreased size gives the following advantages:
A creature with a dispersed form has the option of dispersing itself. While dispersed it may not launch physical attacks. A 20 point dispersed form may not launch any attacks. A 30 point dispersed form may still launch attacks with intrinsic powers, e.g. a fire aura, but may not use attacks requiring a compact body, e.g. spell casting, claws, etc. While dispersed a creature does not take damage from pin-point attacks and divides the after-armor damage of an area effect attack by the fraction of its dispersed body within the area of effect. Dispersed forms still take added damage as per the monster's disadvantages - a vampire's mist form, for example, would still take any extra damage from sunlight that the vampire took. A dispersed form may be used to avoid being vulnerable while changing between alternate forms. A monster may buy attacks usable only when dispersed at a 1/4 cost advantage, e.g. an earth elemental might disperse into a sandstorm. In that case the area of the attack is the area of the creature. Such attacks are usually aura. Normally shifting to or from dispersed form requires an action but permits both movement and attack. Shifting in and out of dispersed form require two distinct actions. While dispersed a creature retains appropriate movement to its dispersed form and may leak through appropriately small openings. A dispersed creature fills one hex at size zero or less, +1 hex per level of added size. For each +5 points to the dispersed for the dispersed creature may fill 2x as many hexes.
Dispersed form can represent a wide variety of monster types. A vampire's mist form is a typical example and it might be used to permit an earth elemental do dissolve to sand or a water elemental to become water. More bizarre examples might be colonial monsters made of insects, rats, spiders, plants, or slime that are gathered together by magic. A skeleton that can drops its bones and bone shards all over the floor is another weird possibility. For a +1/2 cost advantage the dispersion may be focused, e.g. a gem that creates a hive entity, and destruction of the focus somehow neutralizes the creature with the dispersed form, forcing it to stay dispersed and relatively harmless.
Extra limbs are just what they sound like. The natural weapon associated with an extra limb is simply ripped off from another body type. The five points is a premium over and above the cost of an added natural weapon (after the first two). In addition, the hit location table table may need to be rewritten. Extra limbs are mostly used for colorful monsters like demons. They add +3 "to hit" in hand to hand combat if they can be brought into play.
Creatures with greater density are usually made of dense materials. Stone golems, some demons, perhaps dragons. Each level of increased density confers the following advantages.
Increased size increases the efficacy of a creature's natural weapons (see the natural weapon tables). Each level of increased size deducts 5 from a creature's physical elusiveness. It gives a +1/4 cost advantage to the price of added armor or damage reduction to a maximum of a +2 cost advantage. This bonus also applies to the cost of added hitpoints. A monster gains the following benefits from levels of increased size:
This power makes a creature into a ghost, wraith, or whatever. Non-corporeal creatures may buy the power magic weapons to hit, reflecting the fact that weapons tend to pass through them without doing much. Non-corporeal creatures must spend 10 points to be able to use material weapons and items, otherwise they pass though them. Non-corporeal creatures do not have hitpoints and must take the disadvantage "no hitpoints". They cannot lose health by hitpoint loss but they die when reduced to zero stamina or in the normal fashion if their health is drained away. They also do not suffer penalties for low health above zero. Non-corporeal creatures interact normally with creatures on the near spirit plane (no "magic weapons to hit" or anything if the magic weapons to hit is the result of being on the near spirit plane). Spell casting non-corporeal creatures do not use a stamina point when casting spells or they gain a 15 point disadvantage if they do. They recover stamina the way other creatures recover hitpoints, at a rate of 1/3 health per day. Non-corporeal creatures also get a +1 cost advantage to damage reduction that the referee feels is justified by their non-corporeality; edge, point, and impact for example. Non-corporeal creatures also get a +1 cost advantage on invisibility and spirit skills/powers. Non-corporeal creatures are considered to have the movement type flight at 0" even if their body type doesn't normally allow flight. Likewise they get a +2 cost advantage on the movement power phasing if they buy it.
This body type modifier sort of renders the body type a little moot. A creature with this modifier is a spirit (on the far spirit plane). Such a creature has no material body and hence no hits, stamina, or health. Such a creature is governed by the spiritual combat rules (see same). Creatures on the spirit plane have the following abilities, without cost, with respect to material creatures: invisibility to all senses except aura vision, witch sight, and spirit vision. Such spirits can see the spirits of material creatures that have them. Spirits can attack and attempt possession in this case. Creatures with the spirit body type must also take the disadvantage "spirit". Creatures capable of detaching their spirit (with the skill spiritual awareness) through an exercise of will are not required to take this disadvantage and this body type should be taken only as a permanent feature not a variable one.
This body type modifier is another weird one that makes the body type irrelevant and creatures with a structural body should not pay for (or gain any advantages from) a body type like ``humanoid''. Creature with structural bodies are either structures or dispersed through a structure so that the structure is effectively their body. Such creatures are, by default, sessile and should take that limitation. Any movement they buy requires they pay the premium for that movement as if it were not a type normally allowed for their body type. Instead of a hit chart the referee draws blueprints or a map. The natural weapons and arcane attacks of a creature with a structural body may attack at any point within the structure but typically may not attack at every point within the structure. Likewise skills may be used anywhere but typically not everywhere. Normally a creature with a structural body has sensory organs everywhere and may take a 5-25 point limitation for lack of sensory coverage, depending on the degree of coverage. A creature with a structural body may choose to permit creatures inside it to use its intrinsic abilities for a +1/4 effect advantage.
The sensory organs, natural weapons, and skill or arcane attack effectors of a creature with a structural body type take up some of the creature's hitpoints. The remainder are dispersed through the structure. The division is made when the creature is designed. The sensory organs, natural weapons, etc. each have a separate issue of their fraction of the hitpoints and can be destroyed. They heal individually at a rate of 1/3 of health per day. The dispersed hitpoints are only affected by attacks plausibly directed at the entire structure. For a 20 point limitation (vulnerability) the creature may have its dispersed hitpoints in a specific location and hence vulnerable at that location. This is in addition to being vulnerable to attacks directed at the entire structure. A creature with structural body type gains a +2 advantage on damage reduction that applies to its dispersed hitpoints. A creature with structural body type potentially has far more limbs and sensory organs that a normal creature but it has the normal number in any one place; if a structural creature wants lots of limbs in one place it buys extra limbs. The size of a creature with a structural body is used to figure out the properties of its natural weapons. Its actual size is that of a building and can vary quite a lot. This actual size is distinct from the ``standard'' size used to figure out its weapons speed, damage, and length.
The stamina of a structural creature is a bit complex. The creature typically takes the limitation no stamina. If a dispersed creature does have stamina it is vulnerable to loss of stamina in each place it can be attacked. This means it is quite easy for it to lose stamina. Because of this a creature with dispersed body structure may purchase damage reduction, at the normal cost, that applies to its stamina.
Once a monster has a body type, stats, and natural weapons the referee may want the monster to be able to do a few other things as well. Here is a list of powers the referee can use to design monsters and character races. There are assorted power and cost advantages scattered through this section. They should not be taken as exhaustive. Any advantage on a power or its cost may be taken for an appropriate value, consult your referee. Regeneration that cannot regain damage done by a silver weapon, for example, is worth a +1/2 cost advantage. The way power and cost advantages work is as follows.
Real Cost=Original Cost* (1+\mbox{Power advantages/1+\mbox{Power advantages)1+Cost advantages
Monster powers come in several varieties. Attack powers are those that can do some sort of damage directly and are covered by the rules in the combat section on attacks. Defensive powers tend to function either continuously or in a manner specified in their description. There are some powers, e.g. summoning, that are not an attack. If these powers require concentration then they are used as a magic item that does require concentration. If the power does not require concentration then it is used as a magic item that does not require concentration.
There are a number of types of absorption. In general they allow the creature that has it to use the power of an attack or effect thrown at it to heal or enhance it's own abilities. An absorption that heals something may supercharge that statistic if the creature is at full or the creature may define a sequence of consumables that are healed in serial or parallel.
Magic Absorption.
For 40 points this ability allows a monster to save vs magic, at minus 3 per mana in the effect, to absorb any spell or magical effect thrown at it personally (rather than having the spell affect it indirectly). The monster may recharge, heal, or spend on new or increased powers at the rate of 1 design point on some ability per mana in the effect absorbed. The referee may need to guess at the mana equivalent in some cases, if the mana involved is indeterminate assume one per die of damage. This ability can recharge hits or stamina or drive splitting (see the ability of that name) or some such.
The monster may buy this power multiple times to get multiple effect, e.g. 2 design points per mana absorbed. If the absorbed mana is not used for anything, purchase this power with a +1/2 cost advantage. The monster may purchase +5 with its absorption roll for +1 design point. The monster must specify how the points are used when the absorption is purchased, though for a +1 power advantage it can be diverted into any consumable (hits, mana, etc) as needed and for a +2 power advantage it can augment any ability the creature has.
Points not used for healing or recharging bleed away at the rate of one per round, for +10 design points (each step) this may become 1 per minute, one per ten minutes minutes, and finally one per hour. The amount of healing or recharge is figured in design points, thus, three design points of absorbed mana would restore one hitpoint. For +20 points the monster may absorb spells that pass within a radius of 3", +1" per +2 points, including area effect spells that include the creature in the area of effect . Finally for +20 points the monster can suck mana out of magic items by touch (this may not be bought at radius except by sadistic referees). Permanent items and recharging items regain mana as if they were recharging items, until they return to full function.
Damage Absorption.
Damage absorption works like magic absorption except that the creature saves versus shock at -30 to absorb damage gaining a design point per 5 points of damage done. It costs 20 points for one type of damage (impact, edge, point, magic, necromantic, fire) plus one additional type of damage for +10 points. There is an upper bound of 2x points spent on damage absorption to the points that may be absorbed this way, +4 per point spent on increasing absorption and nothing else. This limit is on supercharge type effects not healing and recharging. This power must be carefully justified and used sparingly. Absorption versus more limited types of damage should get a cost advantage, e.g. lightning only would be a +3/4 cost advantage.
A creature may buy added armor at the following cost per point of armor. See the section on arcane damage for descriptions of the weirder types of damage.
| Added Armor Table | |||
|---|---|---|---|
| Type | Cost per Point | Type | Cost per Point |
| Acid | 2 | Hellfire | 5 |
| Amnesia | 1 | Impact | 1 |
| Banefire | 1/2 | Lightning | 3/2 |
| Blinding | 1/2 | Magic | 3 |
| Cold | 1/2 | Necromantic | 3 |
| Confusion | 1 | Pain | 1 |
| Deafening | 1/3 | Petrifaction | 1 |
| Disintegration | 3/2 | Point | 2 |
| Drain statistic | see below | Poison | 3 |
| Edge | 2 | Slow/paralysis | 1 |
| Fear | 1/3 | Spiritual | 3/2 |
| Fire | 1 | Transformation | 2 |
| Vaporization | 1 | ||
Armor against drain statistic damage is discussed in the arcane damage section in the description of drain statistic attacks. Many of the sorts of armor listed are quite esoteric and may only come up in weird circumstances. On cloud islands, for example, there are creatures called vapor vipers that are transparent to most weapons. They bite a victim causing him to vaporize then drain his health. Other creatures living on such cloud islands might have evolved vaporization defense.
This ability allows the monster to have a less expensive alternate form that it can turn into. The alternate form must be not only cheaper than the first but no more unbalanced or experienced than the first. This ability can be bought multiple times and requires a delay of -3, using the creatures best speed, to exercise. If the ability can be used only at particular times there is a cost advantage, consult your referee. Some examples include: irreversable transformation yields a +2 1/2 cost advantage, requires that some one expend at least 20 mana in one round within 10" yields a +1/2 cost advantage, requires pool of lava in one direction and a glacier in the other +1 1/2 cost advantage. Requiring a lack of a full moon and must be used when there is no full moon +1 (remember, the cheaper form is the alternate). Alternate form may take the cost advantage for costing consumables from the Arcane Damage powers as well. In addition if it takes longer to use, it gains a cost advantage as follows.
| Takes full round | +1/4 |
| Takes full minute | +1/2 |
| Takes ten minutes | +1 |
| Takes full day | +2 |
While transforming the creature is at elusiveness 0 and has defensive values randomly selected from his two forms. The alternate form should be written up like another character. It pays no price for being an alternate form. The character may spend points on the alternate form but it must stay cheaper than the main form. There is no restriction on the basic and alternate forms being the most and least common; if a monster is a werewolf that is a cheap human most of the time and a horrific blood-sucker the rest of the time the cheap human can (and in fact must) be the alternate form. Experience earned by any form accrues to the base form and experience is spend only there. One point spent on an alternate form yields five points inside that form (before applying cost and power advantages), separate from earned experience, hence the limitation that the alternate form may not have more experience than the standard one. If a creature has multiple alternate forms then transformation may only be between two forms one of which has paid for the other unless a +1/4 power advantage is paid on a form's cost in which case transformation to and from it may be made freely from any alternate form.
Arcane damage is used to build breath weapons, auras, eye beams, and other such attacks. There are many possible types of damage listed under arcane damage. Some are described more fully in the various elemental and alchemical areas of magic. Damage descriptions specify they type(s) of armor that protect against them and may define new armor types and values. See also the monster power added armor.
The generic arcane damage attack is taken to be a ranged attack with a -1/1" range modifier that can affect a single target which costs no stamina or mana to trigger. It uses missile bonus if ranged or to hit bonus otherwise. Alternatively, arcane damage of the same type done by a creature's natural weapons may simply be taken to add to those attacks with no cost or power advantages. One fourth the cost of a die purchases 1 point of damage. Arcane attacks other than those that augment natural weapons go versus stamina first. Arcane attacks that act with natural weapons are covered by the rules for combat. See the section on Power Advantages for a "direct to hits" advantage.
| Arcane Damage Table | ||
|---|---|---|
| Type | Found in | Cost per Die |
| Acid | Water Element | 20 |
| Amnesia | Below | 5 |
| Banefire | Transformations | 7 |
| Blacklight | Luxomancy | 8 |
| Blinding | Below | 3 |
| Chaos | Chaos Foundation | 9 |
| Clumsiness | Below | 4 |
| Cold | Water Element | 6 |
| Confusion | Below | 3 |
| Combined | Below | see below |
| Deafening | Below | 2 |
| Drain Staistic | Below | see below |
| Disintegration | Void Element | 12 |
| Edge | Player's section | 8 |
| Fire | Player's section | 5 |
| Fear | Below | 5 |
| Healing | Below | see below |
| Hellfire | Demon Lore | 12 |
| Impact | Player's Section | 6 |
| Life Force | Below | 5 |
| Lightning | Air element | 8 |
| Magic | Player's section | 7 |
| Necromantic | Player's section | 9 |
| Pain | Below | 5 |
| Petrifaction | Below | 10 |
| Point | Player's section | 8 |
| Poison | Player's section | see below |
| Push | Below | 3 |
| Redlight | Luxomancy | 6 |
| Rot | Below | 15 |
| Sleep | Below | 5 |
| Slow/Paralysis | Below | 10 |
| Spiritual damage | Player's section | 8 |
| Sunfire | Below | 8 |
| Transformation | Below | 10 |
| Vaporization | Below | 8 |
The duration of fear, pain, and vaporization attacks are purchased separately, as follows, as cost advantages. Any duration costing more than a +1 cost advantage must specify a means of ending the effect other than waiting it out.
| Duration | Cost |
| 1 round | +0 |
| d3 rounds | +1/4 |
| 2d6 rounds | +1/2 |
| 3d6 minutes | +3/4 |
| 3d3x10 minutes | +1 |
| 3d6 hours | +1 1/4 |
| 3d3 days | +1 1/2 |
Acid does damage directly against hits and only completely sealed armor gives protection. The damage done by acid is per round until washed off or burns out. Every six rounds, +3 rounds per +1/4 power advantage, and acid attack looses one die of effect. Acid that does all of a victims hitpoints probably also does some sort of crippling or disfiguring. In the event acid does all of a victims hit points but they survive, use the following table. Roll again for each point of health lost to acid. Interpret for non-humanoid body types. Standard acid is water soluable. For a +1/8 power advantage it may be made alcohol soluable. For a +1/4 power advantage it may be made fat (oil) soluable. For a +1/2 power advantage is may be made insoluable.
| Acid Damage Table | |
|---|---|
| 01-20 | Lose 2d3 Beauty from scars |
| 21-30 | Lose d3 Dexterity from heavy scarring of a limb |
| 31-40 | Lose d3 Agility from heavy scarring of a limb |
| 41-50 | Movement is -d3"/round |
| 51-58 | Lose an eye |
| 59-60 | Lose both eyes |
| 61-68 | Lose d5 fingers |
| 69-70 | Lose the use of a hand |
| 71-80 | Lose 1 additional health |
| 81-85 | Lose d3 additional health |
| 86-99 | Roll twice |
| 00 | Roll thrice |
Acid reduces the break or impact/point/edge armor of armor or arms it his by one point per die of acid damage done. When either of these values reach zero, the equipment in question has corroded through. Magical items get a roll of 5 x embedded mana or less to avoid this, rolled once at first contact.
Acid damage is reduced by two point per round for each round (recall, 4 points equals d6) in which it is actively wiped off, swabbed, or otherwise dealt with. Each round it is washed with a substantial supply of something it is soluable in it loses d6 of damage per round. Total immersion in a body of an appropriate substance will remove the acid entirely.
An amnesia attack causes the victim to forget the immediate situation if the total of the attack exceeds his intelligence. If the total attack gets 2x the victims intelligence they forget the last few hours to days. At 3x they become real amnesiacs. At 4x they creature making the amnesia attack may selectively rewire the persons memories as they wish in a fixed fashion, e.g. the victims "remembers" the creature making the attack is its friend. At 5x the victims memory may be retailored at will. These various effects may all be present in an amnesia attack or the attack may be purchased as able to cause any subset of these attacks. Rebuilding memories cannot be done in combat unless the amnesia attack is purchased with a +1 effect advantage. This is the sort of power a demon prince might have.
Bane fire does not burn material creatures, but does burn disembodied spirits, doing them spirit damage. Some creature from the higher planes might have an extended aura of this stuff to ward of ghosts and undead, for example.
A blinding attack deducts from the victim's sight perception save (and forces them to make a perception save to see anything). The perception save comes back at the rate of d6 points per round, at the end of each round. For each +1/4 power advantage this return rate may be slowed on the scale round, minute, ten minutes, hour, 6 hours, day, blinding is permanent. Permanent blindness is typically reversible by magic. This ability can be bought to work against any targeting or imaging sense if there is some reason to. An attack that disrupts targeting scent, for example, would have the cost and accounting of blindness.
This attack is like blinding, read blinding for accounting details, but it acts against the victim's agility save. While his agility save is degraded the victim must make agility saves to attack, move, or use any skill whose initial rank depends on dexterity or agility. The amount that the agility save is blown by is a minus to the hit roll or skill roll. In addition, if the agility save is blown then the victim's speed is -1 per 5 points the save is blown by.
Cold damage is treated as fire damage in most ways. It goes against stamina first and always subtracts a character's fire armor both natural and due to armor worn. It does not subtract magical protection against fire. The thread of justification is that a characters non-magical fire armor is an ability to resist changes in temperature, more or less. Any cold attack doing 7d6 or more of cold damage to a character will cause any metal equipment he has to be at half its normal break due to extreme cold causing the metal to become brittle for roughly d6 rounds, +1 round (4 becoming d6) per +1 added die.
A monster may have an attack that blends several sorts of damage if the referee fells there is a justification. Simply pay for all the different sorts of damage and take a +1/2 cost advantage on the second cheapest, +1 one the third cheapest, etc.
This attack is like blinding, read blinding for accounting details, but it acts against the victim's sanity save. While his sanity save is degraded the victim must make sanity saves to act in a rational fashion. Should the victim blow such a save the referee will designate a spread of possibilities, consistent with being confused, tied to a die roll. The victims intended action may be in the spread but need not be.
Deafening attacks are the auditory counterpart of blinding attacks. They work in an analogous fashion but against the hearing perception save. As blinding may also be purchased to degrade other targeting senses, deafening may be purchaced to target other non-targeting senses, e.g. smell.
This ability is based on the design point cost per point of whatever statistic is being drained.
| 2x | Drains 1 point |
| 3x | Drains d3 points |
| 4x | Drains d6 points |
| +2x | Drains +d6 points |
| 3x | Destroys 1 point |
| 4x | Destroys d3 points |
| 5x | Destroys d6 points |
| +3x | Destroys +d6 points |
| 2x | Points available, see below |
So, for example, a 2d6 strength drain costs 12 points. The drained stat comes back at the rate of 1 point (of stat) per minute, 2x delay for +2 points. For an additional multiple of the cost of a point of the stat being drained (per die) this power may actually destroy the stat in question. The victim must spend 5 DPs per design point cost of the destroyed stat in rest to get it back. An exception to this ``destruction'' rule are statistics like stamina and hitpoints which may be healed in the usual manner if they are destroyed. A point of health ``destroyed'' in this fashion would require 50 DPs of rest to regain and this is how undead drain attacks are purchaced.
A special case is speed. Speed drain and destruction are abilities that some traditional monsters have, but draining all a persons non-spirit speeds has too high a cost. Following the above rules it would come to 12 points for one point of each type of speed. To drain all non-spirit speeds in concert is thus declared to have a base "per point" cost of 5. Thus draining one point of speed costs 10, d3 costs 15, d6 costs 20 points, etc.
For double cost the points drained or destroyed may be used by the drainer to regain lost stamina, mana, hits, to increase existing abilities, or to power new abilities. Use the design point costs of statistics and abilities to determine the conversion factor. If the drained or destroyed points are used to power new abilities (or enhance current ones) these points are lost to the drainer as fast as they are regained by the person drained unless the drainer has the destruction type of drain attack. In this case the drainer looses these points at a rate of one design point per minute, 2x delay per +2 points. Points used to regain lost points, e.g. healing, are not lost to the drainer, the healing is permanent. For three points apiece a creature may purchace armor that reduces the effect of drain statistic by one design (experience) point. If a creature is killed by stat drain then is does not regain the drained points.
There is also the question of points ``below zero''. The only stat where ``below zero'' really makes sense is hitpoints and its spiritual cognate, mind. Recall that health or sanity below zero is tantamount to death and you cannot drain the inanimate or mindless. For any other statatistics than health or sanity, the monster is has several choices of what to do if they drain enough to yield a negative total. The amount of design points beyond the drain to zero are the excess in the table below.
| Result | Power Advantage | Cost Advantage |
| No effect | - | +1/2 |
| Drain some other stat | +1/4 | - |
| Unconc. save at minus excess | - | - |
| Shock save at minus excess or lose one health | +1/4 | - |
| Magic save at minus excess or lose an action(dazed) | +1/4 | - |
| Stress save at minus excess or lose an action(dazed) | +1/4 | - |
Perceptibility Normally a drain statistic attack is noticeable if it affects a basic statistic or a derived statistic that the character can buy up or has bought up. Thus a strength or stamina drain are automatically noticed but a mana drain would be noticeable by someone with magic skill while a mind drain would be noticeable only by someone with spiritual awareness. For a +1/4 effect advantage a drain that is normally automatically noticed requires a perception save to notice. For a +1/2 effect advantage a drain that is normally noticed is not noticeable except by its effects, which may not have an obvious explanation. For a +1/4 cost advantage a drain that would not normally be noticed may be noticed with a perception save.
Avoidable A drain statistic with a poison or stress save to half damage gains a +1/2 cost advantage. A poison or stress save that negates gives a +1 cost advantage. A drain statistic with a magic save to half damage gets a +1/4 cost advantage. If a magic save negates then the attack gets a +1/2 cost advantage.
A fear attacks total is compared to the victim's willpower. If it exceeds the victims willpower then the victim must make a stress save at minus the amount the fear attack exceeds his willpower not to show a fear reaction, running away, cowering, etc. If the save is blown by more than thirty then the fear reaction will be extreme. The victim also needs a stress save at a penalty of -30 more to attack the source of the fear attack before the duration of the fear, described above, is up. This save may be attempted again each round.
Healing is a bizarre sort of damage, but fits into the framework for designing arcane attacks. Healing attacks come in a large number of flavors. Healing restores only missing points, stamina, hits, health, ego, mind, sanity, or anything that can be done in by the drain/destroy statistic abilities. The costs for healing, in multiples of the stat affected, is 2x for one poine, 3x for d3 points, and 5x per d6. This is to heal something that would heal naturally or that was drained but not destroyed. To restore a stat destruction is a +1 1/2 power advantage. Thus the ability to restore stamina costs 5 points per die while restoring hitpoint costs 15 points per die. Restoring a point of lost health costs 50 points, 20 points to restore a point of drained health, brought to fifty for the power advantage to overcome destruction. Notice that reversing a health drain would cost 20. Reversing strenth drain costs 10 points per d6. Monsters with this ability will tend to be viewed as treasure.
A hellfire attack does d6s, stamina first, but has no armor subtraction for any form of armor except hellfire armor (see: Added Armor). Half the value of a hellfire attack is treated as a pain attack with a duration of 1 round. Hellfire may purchase additional time for this effect as a pain attack would. Finally a weapon or shield that hits or is hit by hellfire must check it's break versus the damage the hellfire does. If a magic item is destroyed by hellfire it will emit a hellfire attack similar to the one that destroyed the magic item but with (permanent mana)x5+(recharging mana)x3+charged mana points of effect. Magic items get their intrinsic save do resist disintegrating in a hellfire attack, see the Mage's guide for details.
If a life force attack hits a living thing it must save versus stress at minus the damage done or stand reacting to a surging joy. This bewilderment lasts one round per ten points the save is blown by and taking hitpoint or health damage entitles the spell's target to a nominal stress save to regain control. While bewildered the target counts as paralyized for combat purposes. If a life blast hits an undead creature it does magic damage. Animated creatures like golems take no damage of any sort from a life blast.
Lightning or electricity is not one of the standard types of damage. The rules for lightning are as follows. Lightning is treated as magical damage except that the magic armor one garners from wearing metal armor does not count against it and a person wearing armor with a higher metal content than studded leather gets no armor against lightning at all; the armor negates their own personal base value for magic armor.
A pain attack goes against the victims willpower. If it exceeds the victims willpower he must make a stress save at minus the points by which the pain attack exceeded his willpower to act normally. If the save is blown by less than 30 the victim may still move; otherwise they must thrash about more or less in place "writhing in pain". Duration of pain attacks are described above.
Petrifaction is compared to the victims constitution. If it exceeds the victims constitution the victim must save vs magic at minus the total points the petrifaction attack exceeded his constitution by or turn to stone (or some other inconvenient substance). The attack must specify, when bought, how it is reversed. When it is reversed, the victim must make a shock save or take 2d3 health damage. Common means of reversal are to wait long enough to "heal" the victims hitpoint total, be hit with a polymorph spell of a sort capable of reversing the effects, be immersed in a sacred pool of and appropriate sort, kill the creature that did the petrifying, "melt" the statue with warmth and sunlight. Petrifaction attacks are normally seperate. For +1/2 power advantage separate petrifaction attacks (at different times, say) can add together to achieve their effect. Normally such cumulative attacks bleed away at a rate of 1 point per round. Each +1/4 power advantage can increase this time up the scale minute/ten minutes/hour/day.
Poison attacks cost 3 points per die and are assumed to do the damage one die per 10 minutes. For a +1/4 ability advantage the poison can be shifted up the scale to work at a rate 1 per minutes, 1 per round, and finally +1 die per round more. Normally a poison save negates the damage. For +1/2 ability advantage the poisons save cuts the damage in half, instead. For +1 the poison has no save. Other arcane attacks may be bought with poison to simulate side effects.
The table below gives the cost of various poison bites and stings for use in the quick design of monsters. They all have the hand-to-hand limitation, requiring that the attack do hitpoint damage.
| Total | Dice per | Uses | Total | Dice per | Uses | ||||
| Dice | Round | Save | per Day | Cost | Dice | Round | Save | per Day | Cost |
| 3d6 | 3d6 | neg. | 1 | 5 | 3d6 | 3d6 | neg. | 3 | 7 |
| 3d6 | 3d6 | 1/2 | 1 | 6 | 3d6 | 3d6 | 1/2 | 3 | 8 |
| 3d6 | 3d6 | none | 1 | 8 | 3d6 | 3d6 | none | 3 | 9 |
| 6d6 | 3d6 | neg. | 1 | 10 | 6d6 | 3d6 | neg. | 3 | 13 |
| 6d6 | 3d6 | 1/2 | 1 | 13 | 6d6 | 3d6 | 1/2 | 3 | 16 |
| 6d6 | 3d6 | none | 1 | 15 | 6d6 | 3d6 | none | 3 | 20 |
| 9d6 | 3d6 | neg. | 1 | 15 | 9d6 | 3d6 | neg. | 3 | 20 |
| 9d6 | 3d6 | 1/2 | 1 | 19 | 9d6 | 3d6 | 1/2 | 3 | 25 |
| 9d6 | 3d6 | none | 1 | 23 | 9d6 | 3d6 | none | 3 | 29 |
| 12d6 | 3d6 | neg. | 1 | 21 | 12d6 | 3d6 | neg. | 3 | 26 |
| 12d6 | 3d6 | 1/2 | 1 | 26 | 12d6 | 3d6 | 1/2 | 3 | 33 |
| 12d6 | 3d6 | none | 1 | 31 | 12d6 | 3d6 | none | 3 | 39 |
| 12d6 | 3d6 | 1/2 | any | 60 | 15d6 | 5d6 | none | 1 | 45 |
| 8d6 | 4d6 | 1/2 | any | 44 | 16d6 | 4d6 | 1/2 | 3 | 48 |
Push cannot be bought by itself, usually. Rather each 3 points of push cause an attack that would not otherwise move an opponent to move the opponent either 1" or (1=0", 2-5=1", 6=2") if desired. The distance pushed may be halved with an agility save normally though for a +1/2 power advantage this is not possible. The distance pushed is +/-1" per double or half mass. Naked push is sort of a weird attack and should be bought only in special circumstances. When bought with another attack there may not be more push than die of the other attack (there may be less).
A rot or rotting attack does damage against necromantic armor but the damage is direct to hits and the damage is ongoing, once per round, until the victim makes a shock save at minus the points of damage done in the last time the rotting attack did damage. The shock save may be made -3 per added point in the base value of the attack.
A sleep attack requires a magic save at minus damage done or the person hit will fall asleep. The save is at +30 if the person in question is in combat or similarly keyed up and excited. Using an unconciousness save instead of a magic save is a +1/2 cost advantage on a sleep attack. Waking from sleep is as described in the section on combat.
A slow attack is deducted from the victim's speeds, save for spirit speed. Alternately this sort of attack may affect spirit save only. A victim with an attack speed modifier of -12 is considered paralyzed. The speed comes back one pip per round; for +1/4 power advantage the recovery time may be shifted up the scale minute/10 minute/hour/day. If there is a rational, this ability takes a cost advantage of +1/5 per speed it does not affect. The dice of slow attacks are d3's. One point of speed drain costs 5 points, d3 costs 10 points, d3+1 costs 15 points, and so on.
This is an exceptionally brilliant form of fire associated with the sun. It does fire damage against half fire armor.
A transformation is compared to the victim's constitution. If it exceeds the victim's constitution then the victim must make a shock save at minus the amount the transformation attack exceeded their constitution by. If they fail they will be transformed into something that has no higher a base cost and experience than they do (it may have more total points by having more disadvantages). For +1/2 power advantage separate transform attacks (at different times, say) can add together to achieve their effect. Normally such cumulative attacks bleed away at a rate of 1 point per round. Each +1/4 power advantage can increase this time up the scale minute/ten minutes/hour/day. This attack cannot normally cross boundaries in the animal/plant/mineral classification. For a +1/2 power advantage it may. Transformation is usually reversible by some trigger or by simply being healed. Examples are a kiss to turn a frog back into a prince. Death to transform a horse back into a prince. A wreath of four leaf clover to transform a diamond statue back into a person. A +1/2 cost advantage is allowed if this sort of attack works slowly.
A vaporization attack is a petrifaction attack that turns the victim into a fluid or gas. It reverses itself automatically at the end of the duration, described above, unless the fluid of gas is severely disrupted. The victim will remain cohesive if not shocked to badly but will tend to flow, drift, or whatever while in their altered state.
There are a number of modifiers to arcane damage that allow them to be rectified into the right size and shape to be a ghoul's paralysis attack in his claws or a dragon's fiery breath weapon.
Normally an arcane attack acts very much like a magic item with a delay of -3 off of the monsters attack or missle speed. If the attack is slower of faster then it gets an effect or cost advantage. Attacks that have a delay of -lots take at least one determination point and represent something like a tree having to grow roots through a wall.
| Attack Delay | Effect Advantage |
| -3 | +0 |
| -2 | +1/4 |
| -1 | +1/2 |
| -0 | +1 |
| Attack Delay | Cost Advantage |
| -4 | +1/10 |
| -5 | +1/8 |
| -6 | +1/6 |
| -8 | +1/3 |
| -10 | +1/4 |
| -12 | +1/2 |
| -24 | +3/4 |
| -60 | +1 |
| -300 | +1 1/2 |
| -600 | +2 |
| -lots | +3 |
The various area effect modifiers are listed as positive for power advantages and negative for cost advantages as should be obvious. The range modifier for area attacks is twice as bad, see the section on combat for details. The "points" below are all points not spent on area effect.
| Effect | Effect Advantage |
| 30 degree cone, no range.points/5 long | +3/4 |
| 60 degree cone, no range.points/10 long | +3/4 |
| 180 degree "cone", no range points/15 long | +3/4 |
| radius effect, no range points/20 radius | +3/4 |
| radius effect, at range points/10 radius | +1 |
| Pattern hexes, no range points/5 hexes | +1 |
| Fills one hex | +1/2** |
| 2x length/radius/hexes | +1/4* |
| Choice of pattern with hexes | +1/4* |
| Choice of 30-180 degree cone, length varies | +1/4* |
| Decreases by largest die per hex out | -1/2 |
| Decreases by smallest die per hex out from source | -1/4 |
| *over an above the cost of the type of area effect it modifies. | |
|---|---|
| **cannot buy 2x area, radius, etc. | |
This +3/4 power advantage modifies an arcane attack into an aura that will affect anything that actually hits the creature that has it. With player characters this is often their weapons rather than their tender bodies (oh well) but some kinds of damage, e.g. hellfire, are hell on swords. Together with the "area one hex", this advantage will create an aura that actually hurts anyone that attacks hand to hand even if they do use weapons. Examples of an "aura" are a balrog's flames, a porcupine's spines, or a poison arrow toad's skin. Be creative and the player character's will curse your name. A creature's aura does not hurt the creature itself. It may, depending, harm things it is carrying.
Some arcane attacks can be avoided or reduced with a saving throw. They gain a cost advantage as follows.
| Save | Damage if Save | Cost Advantage |
| Stress/Magic | half | +1/4 |
| Stress/Magic | none | +1/2 |
| Agility | half | +1/2 |
| Agility | none | +1 |
An arcane attack can draw on a reserve of damage, measured in dice, called a battery. It is a +1 1/2 cost advantage to have the basic battery which takes one full day to recharge and has a number of dice equal to the size of the attack in question - a slightly more flexible version of "once per day". The creature may use dice of damage out of the battery to power an attack of any size up to the maximum purchased in the base attack. Recharge is a continuous process. Larger batteries are less of a cost advantage and faster recharge is a power advantage, as given below. A battery may be rechargable by absorbing an attack. This is a +1/2 cost advantage if it is in addition to the slow natural recharge otherwise it is a cost free option. In order to absorb an attack the creature must save versus stress at -3 per die of damage involved in the attack. This absorption save may be increased by +10 per +1 point. The creature may not absorb more dice than the number in the basic attack or more than are needed to fully charge the battery. Any added dice are taken in the usual fashion. There are some other advantages available. If an attack must always be launched at full power, or empty the battery when a full use is unavailable, the monster gets a +1/2 cost advantage.
| Battery | Cost |
| Size | Advantage |
| 1x | +1 1/2 |
| 2x | +1 1/4 |
| 3x | +1 |
| 4x | +3/4 |
| 6x | +1/2 |
| 8x | +1/4 |
| Recharges | Power |
| Time | Advantage |
| 1 day | +0 |
| 6 hours | +1/4 |
| 1 hour | +1/2 |
| 10 minutes | +3/4 |
| 1 minute | +1 |
If the monster may make a stress save to exceed the basic attack by up to d6 per 10 points the save is made by that is a +1/4 power advantage thought there must be sufficient power available in the battery. For a +1/4 power advantage the creature may translate recharging the battery from one type of damage but emitting another. For an added +1/8 power advantage each the creature may add other types of damage to what he may absorb. A +1/4 advantage allows the monster to emit other sorts of damage.
This modifer to an arcane attack is a +1/4 effect advantage and permits the monster to create the attack as a bubble that will drift about. If the bubble hits a creature or object then the creature or object will take the damage from the attack. There are a number of possible modifiers to a bubble attack. The default attack creates bubbles that last at most six rounds, burst if hit with any sort of attack, have an elusiveness of 100, and drift at random. The creature may emit one bubble per attack action. Variations are given on the following table.
| Cost | |
| Effect | Advantage |
| Bubbles last up to 10 minutes | +1/4 |
| Bubbles last up to an hour | +1/2 |
| Bubbles last up to a day | +3/4 |
| Bubbles last until popped | +1 |
| Creature may emit +1 bubble per attack | +1/8 |
| Bubbles avoid walls, etc. | +1/4 |
| Bubbles seek something at 2"/rnd | +1/4-1/2 |
| Per 2x movement speed | +1/4 |
Avoiding walls and etc. means the bubbles will last longer; they dont hit the wall the first time they have a chance. The seeking bubbles are +1/4 is the ability is generic, e.g. seeking motion, magic, etc. If the seeking is specific, e.g. the monster can make a bubble follow a specific someone the ability is 1/2. Other seeking abilities are left to the referee to price. There may be other interpretations; bubbles that must stay on the ground but pay the ``avoid walls'' bonus could be seeking blootchlets that scatter over the ground, for example.
An attack that builds gains some number of dice per round until it reaches its full number of dice. Using such an attack empties it. Such an attack can start full or empty, can require concentration to build, require a special curcumstance to build, or build automatically (if it builds automatically, it starts full). ``Builds'' is a cost advantage with the dice paid for being the maximum. The number of dice gained per round may not exceede half the total attack if an attack takes Builds as a cost advantage.
| Type | Cost Advantage |
|---|---|
| Starts full | +0 |
| Starts empty | +1/2 |
| Builds automatically | +0 |
| Requires common circumstance | +1/4 |
| Requires uncommon circumstance | +1/2 |
| Requires concentration | +3/4 |
| Requires rare circumstance | +1 |
| Builds one die per round | +1/2 |
| Builds two dice per round | +1/4 |
| Builds three dice per round | +0 |
A group of arcane attacks may be declared a chaos cluster by paying a premium to the cost of the largest of the attacks. The monster may only use one of the attacks per action and may have very little control over the clustered attacks. A chaos cluster must have some lack of control or the monster design should simply use a serial power collective, described in the section on Special Rules. Each attack in the cluster can have its own power and cost advantages, figured before it is put in the cluster. The most expensive attack is then used as the basis for figuring the cluster cost, based on the degree of control, given in the following table.
| Degree of control | Premium |
| Random roll inverse proportion to cost | 1/10 |
| Random roll, uniform probability | 1/8 |
| Stress save to choose, otherwise random | 1/4 |
| Control depends on environment | varies |
The referee must write out environmental triggers and then decide on a premium from 1/10 to 1/2 depending on the tactical utility of the triggers. Let's look at an example. Suppose a shamar has the ability to throw a beam of fire, cold, or lightning. All three attacks do eight dice of damage and hence cost 40, 48, and 64 points respectively. Then for 64/10=6 premium the attack will be fire on an 01-41, cold on a 42-75, and lightning on a 76-00. For 64/8=8 premium the attack is rolled on a d3 fire, cold, lightning with equal probability. For a premium of 64/4=16 the shamar may make a stress save to use the attack he wants with the attack being random (d3) otherwise. If the shamar had to use fire unless there was a blizzard (cold) or a thunderstorm (lightning) then this would be a 1/10th premium. There could also be cost advantages if there were times when the chaos cluster did not work at all.
This disadvantage reflects an arcane attack that requires concentraction, expressed as lowered elusiveness. The cost advantage for various levels of decreased elusiveness are given below.
| Elusiveness drops 20 | +1/4 |
| Elusiveness to half | +1/2 |
| Elusivness that of hex | +3/4 |
An arcane attack that costs stamina, mana, hitpoints, sanity, health to use gains a cost advantage as follows.
| Cost to Activate | Cost Advantage |
| One stamina | +1/10 |
| One mana | +1/8 |
| One hitpoint | +1/4 |
| One health | +1 |
| One stamina per 10 points of effect used | +1/4 |
| One mana per 10 points of effect used | +1/2 |
| One hitpoint per 10 points of effect used | +3/4 |
| One health per 10 points of effect used | +1 1/2 |
| One stamina per 5 points of effect used | +1/2 |
| One mana per 5 points of effect used | +3/4 |
| One hitpoint per 5 points of effect used | +1 1/4 |
| One health per 5 points of effect used | +2 |
Points of effect are computed from the cost after power advantages are applied but before cost advantages are applied. An example of an arcane attack with this disadvantage is Yardiff Bey's ocular from the Coromonde books by Brian Daley. His eye-bazooka did huge amounts of damage but cost him health. This cost advantage may be applied to the corresponding mental statistics if desired. An attack powered by sanity: sounds Republican.
A ranged attack may behave like a thrown missile and go directly to hitpoints if it is versus edge, point, or impact armor for a +1/2 power advantage. An attack with any other damage type must spend +1 to bypass stamina and go direct to hits. Recall that negative hitpoint damage requires that a character loose as many stamina as he has taken negative hitpoints. Damage that goes direct to hits must roll a hit location (unless it is area effect) and always gets appropriate armor subtractions.
Final Strike is a cost advantage that causes an attack to only work in some final extremity, killing the creature that has it. The cost advantage depends on how hard it is to trigger the final strike.
| Cost Advantage for Final Strike | |
|---|---|
| At Will | +3/4 |
| Unconciousness | +1 |
| Health equals one | +1 1/2 |
| Health equals zero | +2 |
| Negative Health | +3 |
This +1 cost advantage reflects an arcane attack that has no range and which only works along with a hand-to-hand (edge/point/ impact) attack that actually does hits. This allows stamina and armor to protect the victim. A ghoul's claws only do their paralysis attack if they do hits, i.e. actually rip a piece out of a person. A giant spider's poison attack and a vampire's or werewolf's transform attack usually come with this limit. An attack that takes the hand- to-hand cost advantage may not also take the no range cost advantage.
This +1/4 effect advantage causes a creature to be immune to its own attack. This can be very useful for some triggered or area effect attacks. The advantage Aura does not require this advantage for the aura to avoid damaging the creature in question. This cannot be used with ``final strike'' attacks.
This +2 cost advantage permits the attack to function only when the flesh of the arcane damage attack's possessor is consumed. To get this advantage the attack may not be triggerable in any other way. Examples of uses for this cost advantage are giving an animal highly poisonous flesh or making an apple tree whose fruits cause those that consume them to burst into flame. A pedestrian use would be granting a bush poison berries.
This limit reflects a reservoir like a giant wasps sting or a dragon's phlogiston reserve. If you want more flexible use, try the uses consumables limitation or the battery modifier. Cost advantages are as follows. This limitation presumes partial uses are impossible.
| Uses per day | Cost advantage |
| 1 | 2 |
| 2 | 1 1/2 |
| 3 | 1 1/4 |
| 4 | 1 |
| 5 | 4/5 |
| 6-7 | 3/5 |
| 8-11 | 2/5 |
| 12-23 | 1/4 |
| 24-49 | 1/8 |
| 50+ | 0 |
This +1/2 cost advantage may not be taken in concert with any other modifier that reduces range to zero. It requires that the victim is within hand-to-hand range for the attack to work.
A persistent attack continues after it hits. It continues to affect those hit or to affect an area, damaging those in it. Persistence may be bought twice so that it affects an area for a duration and also sticks to those that leave the area. The persistent durations need not be the same.
| Persistence Time | Cost |
| The rest of the round | +1/4 |
| Until the end of the next round | +1/2 |
| d3 or 2 rounds past activation | +3/4 |
| d6 rounds or 3 rounds past activation | +1 |
| Looses d6 of effect per round until gone | +1 |
| 2-20 rounds or up to 10 rounds past activation | +1 1/2 |
| 5-50 rounds or up to 20 rounds past activation | +2 |
| Until swept up, doused, or a long time | +3 |
A persistent attack should specify a deactivation method (e.g. dispel magic at 1 ``mana'' per 5 points the effect costs, water saturation, or sweeping up the bits (if the persistent attack is simulating caltrops, for example). An attack that is persistent may also "spread" for another +1/2. Such an attack may spread to anyone who touches it. This +1/2 allows the effect to spread from person to person without extending the time of persistence.
An arcane damage attack can be launched several times per round on separate attack tracks by a creature that has the power "separate attacks" at a premium of 10 points per time it can be launched. This premium is added to the cost of the arcane attack before cost and power advantages are figured. It is used to build monsters like a multi-headed hydra that breathes fire from each head.
A slow attack does its damage over a period of time after it hits. The damage happens later, but is rolled all at once. Armor acts in the usual fashion on slow attacks. The bonus depends on how much slower the attack is.
| Time | Cost Advantage |
| d6 rounds | +1/4 |
| 3d6 minutes | +1/2 |
| d6 hours | +3/4 |
| 3d6 days | +1 |
Example: suppose we have an 8d6 slow cold attack that takes 3d6 minutes. This attack hits and rolls 31 points of damage. The target subtracts a cold armor of 12, leaving 19 points. The attack rolls a 12 minute duration. At the end of 12 minutes the target will have lost 19 hitpoints, losing them evenly across the 12 minutes. Slow attacks to not trigger unconsciousness saves when they do damage, but end of round saves for negative total hits and stamina are still required. A slow attack is subtle and might be used, for example, to simulate an extreme and lingering chill or a terrifying attack that sets someone slightly on fire and is very hard to put out. Slow attacks can be amended, e.g. slow fir would lose its remaining damage if the character immerse themselves. Something like entering a shrine or treatment with holy water might stop the action of slow hellfire.
This power advantage, costing +1/2, modifies an attack so that it only does stamina damage. Damage such an attack does beyond the target's stamina forces an unconsciousness save at minus the number of extra points taken. This minus is not cumulative.
An attack that is specific gains a cost advantage for doing less damage against those it is not specific for and an effect advantage for doing more damage to those it is specific for. In addition there is a potential cost of effect advantage for the broadness of the class the attack is specific for called the target. The attack must declare something it is specific for from a single person to a race or even type of monster.
| Advantage | ||
|---|---|---|
| Effect | Effect | Cost |
| Attack does +1 per die specific target | +1/4 | - |
| Attack does -1 per die versus non-target | - | +1/4 |
| Attack does d3's versus non-target | - | +1/2 |
| Non-target damage is soft | +1/4 | |
| Attack is versus a single individual | - | +2 |
| Attack is versus a single family/line | - | +1 |
| Attack is versus a single race, e.g. goblins | - | +1/2 |
| Attack is versus a type, e.g. undead | - | +1/4 |
This +1/4 effect advantage allows the creature to have an attack triggered by something external rather than needing to use an action to activate it. So, for example, a triggered fire attack could return a sword stroke. The triggered attack has a ``to hit'' or ``missile'' bonus of zero, or, for +1/4, the bonus of the creature that has the attack. Trigger is a +1/4 advantage for one use per round, +1/2 for as many uses as needed. The trigger "must take x amount of damage" or "n points of effect triggered per hitpoint taken" can take Costs Consumables as a cost advantage and use the damage done as it's consumable.
Blessed creatures are similar to Celestial creatures (see: Celestial) in that they have essence based on their willpower in the same manner that Celestials do. They differ in that they cannot consciously use Celestial skills or spend their essence as temporary experience. If possessed or appropriately aided by a celestial being their essence may be spent by that celestial being and they may serve as reserves of essence for celestials. Finally they may purchased celestial skills that they exercise involuntarily. A Blessed unicorn might have the skill Bend Chance that it used involuntarily in combat. A Blessed human being might have on of the healing skills that they use whenever they lay hands on someone wounded - but without knowing how or why the power works. As always, most details are left to the referee. A blessed creature that later becomes a celestial may use the points spent on the ability Blessed as part of the points for the ability Celestial.
This power is used to build water breathers, amphibians, etc. It may be purchased for non-water environments, e.g. mud breather, rock breather, or ice breather. Various sorts of phasing movement are probably an excellent idea for rock or ice breathing creatures.
| Ability | Cost |
| Breathe one other medium only | 0 |
| Each other media breathed | 5 |
| Need not breath anything at all | 20 |
This ability causes the monster to be something that transcends the physical world. It is an ability that usually denotes association with some divinity or similar being. Being celestial grants a creature the ability to hold essence , a type cosmic power that permits the celestial to perform miracles and to wield abilities that are beyond those normally permitted characters or monsters. A celestial being has the property that when killed their spirit form has freedom of action and may stay as a ghostly being or report to their divine superiors. A dead celestial may still use any of its abilties that do not require a body. Celestials may also purchase celestial skills, which are documented in the color potion of the rules. These skills define the types of miracles a celestial can perform including growing a new body, healing, and other cool things. The maximum essence a celestial being can hold is given on the table below. Essence returns at a rate of one point per day and so is not used lightly.
When using a celestial power in combat the character or monster's celestial speed is used. This speed is figured in the normal manner from willpower.
| WP | Max. Essence | WP | Max. Essence |
| 1-6 | 1 | 24 | 30 |
| 7-12 | 2 | 25 | 40 |
| 13-18 | 3 | 26 | 50 |
| 19-20 | 6 | 27 | 75 |
| 21 | 10 | 28 | 100 |
| 22 | 15 | 29 | 250 |
| 23 | 25 | 30 | 500 |
In addition to powering various celestial skills, essence may also be used in another way as temporary experience. A celestial being may spend points of essence as if they were design or experience points. This means they may be spent on basic statistics with the exception of willpower. The problem with this is that the essence can still be expended to perform miracles with celestial skills. This means that when a celestial performs a miracle it may well be substantially weakened and lose skills or even basic statistics. The celestial may also shift esence spent as experiece by simply re-expending the points and deleting old abilities. When essence is lost and regained there is no DP cost to slip it back into its current expenditure as pseudo-experience. A celestial can spend experience to replace essence spent on skills without DP cost.
This ability permits the monster to adjust it's color and texture to match its surroundings, rendering it effectively invisible when holding still and giving it +15 elusiveness when trying to avoid combat. The ability costs 10 points if it is tuned for a single background, i.e. natural camaflauge as a frog might have in a swamp. The ability to adapt in d3 rounds to any background, other than impossible ones that do something like emit light, costs 15 points. Instantaneous, continuous adjustment costs 20 points. A monster that has both chromospeach and chamelion abilities pays only half cost for the cheaper power if they derive from the same source.
This ability is inspired by the ability of various chephalopods to communicate by changing their color. Cromospeach requires that some substantial expanse of skin or other body surface be exposed. The chromospeaker then can tune his skin to make complex patterns in many colors. If this is an innate and hardwired ability that permits only primitive ``speach'' then the ability costs 10 points. If the chromospeach is a sophistocated language that can be extended the ability costs 20 points and the chromospeaker may learn chromospeach other than its own in the manner that a character learns new languages. Ambitious referees may come up with an index of chromolanguages for their campaign. Chromospeach may be in the infrared and requires good sight on the part of the ``listener''. If a monster has both chromospeach and corresponding chamelion abilities then they pay only half cost for the cheaper power.
Damage reduction divides the damage taken by a creature, after any subtractions for armor, by a factor. Damage reduction is bought separately for different types of damage and may be bought with limitations. A werewolf, for example, might have a divisor of two against all edge, point, and impact damage but not if the weapons used are silver(ed), for a +1/2 cost advantage. The cost of Damage reduction is equal to the cost of ten points of armor against the type of damage in question for a divisor of two, then the cost of five more points of armor for an additional +2 to the divisor.
Damage reduction is quite powerful and should be carefully justified in term of tradition and the peculiar "physics" of your fantasy world. A divisor of ten is considered to be complete immunity instead of a divisor. The cost for immunity is excessive, and usually can be purchased only with cost advantages or by a creature with vastly inflated base points. The cost of some of the more common types of reduction are given here.
| Cost for | /2 | /4 | /6 | /8 | Immunity |
| Edge | 20 | 30 | 40 | 50 | 60 |
| Fire | 10 | 15 | 20 | 25 | 30 |
| Impact | 10 | 15 | 20 | 25 | 30 |
| Magic | 30 | 45 | 60 | 75 | 90 |
| Necromantic | 30 | 45 | 60 | 75 | 90 |
| Point | 20 | 30 | 40 | 50 | 60 |
| Poison | 30 | 45 | 60 | 75 | 90 |
Damage reduction protexts stamina from a type of damage only if armor does. If there is some sort of justification a creature may purchace seprate damage reduction that protexts its stamina. The exception to this is immunity. If suffucuent damage reduction has been purchaced to make a creature immune to a type of damage then their stamina is protexted as well.
The power darkness allows a creature to project a field that deadens a sense. It may be positive or negative darkness. A negative darkness field would suppress the information carried by a given sense while a positive field would tend to saturate the sense. The negative visual darkness field is the traditional sort. The basic darkness fills the hex containing the emitter and quits if the emitter leaves the field which is immobile. The cost of various senses darkness are Given in the table at left. Darkness can get a cost advantage if it covers only some frequencies, e.g. IR only would be a +1/2 cost advantage for visual darkness. The table below gives the cost of other darkness modifiers. Nominal duration is concentration or one round.
| Type | Pts |
| Visual | 20 |
| Audio | 15 |
| Olfactory | 10 |
| Tactile | 5 |
| Thermal | 5 |
| Darkness Modifiers | |
|---|---|
| Modifier | Points |
| Fills 7 hexes | +5 |
| Radius 3 | +8 |
| Radius 4 | +10 |
| Per +1 additional radius after 4 | +1 |
| Darkness field can move with emitter | +10 |
| Darkness field may be placed as an attack on a hex | +10 |
| Darkness field may be placed as a sticky target attack | +10 |
| Per +1 simultaneous instances | +5 |
| Per +1 rounds duration | +3 |
Cost: 10 points.
Description:
This power allows the referee to build creatures immune to bleeding saves, e.g. zombies which already lost their blood or animated rock which fails to have a circulatory system. This ability is much cheaper than a good bleeding save; it must be justified in terms on the creatures origin and structure, not just bought because it is handy.
This ability reflects something that the monster can do with its attack beyond what the dice and damage normally would do. These are all enhancements to natural weapons or may be added to arcane attacks.
| Ability | Cost | Premium |
| Attack causes CET 1/10th more often, see below | 3 | 15 |
| Attack causes critical hit 1/10th more often, see below | 5 | 25 |
| Attack immobilizes target 1/10th more often, see below | 5 | 20 |
| Attack causes unconsciousness save 1/10th more often, see below | 5 | 15 |
| Engulfing attack 1/10th more often, see below | 5 | 30 |
Normally a natural weapon attack is a CET if it hits and ends in 9, a critical (hit or miss) if it ends in 0. In addition the last digit does not cause immobility, engulfing, or unconsciousness saves at all. Arcane attacks typically do not cause any of these attacks. For the cost above the monster may causes the special effect more often, selecting additional final digits that trigger the effect. The premium cost is the cost of designating the first ending digit to cause an effect, i.e. to add the special attack type to an attack that does not normally have it. Thus, a hit ending in an "8" engulfs the target costs 30 points. A engulf on 6, 7, or 8 costs 40. The mechanics of the special attacks are detailed below.
A creature may not buy more than a 5 in 10 chance of causing a critical hit of CET. The usual reason for such enhanced critting ability is insane attack without regard for personal safety. Notice that the added chance of crits is just as good for misses as hits. For double cost a creature may buy a hit only critical digit.
This represents an attack that wraps up the victim so he can't move, use weapons, cast spells, etc. The victim breaks out via a strength or agility roll, depending on the exact implementation of the attack. This roll is a strength versus strength roll, as described in the section on combat, save that some interpretations of immobilizing attack use agility in place of strength. Each opponent rolls d6 per four points of strength (agility) on the part of both victim and attacker +/- d6 per level of enhanced size or decreased size if appropriate. If the victim's roll exceeds the attacker's, he goes free, loosing an action. If the victim's roll doubles the attacker's, he is free with only d6 initiative pips lost. The victim and attacker need not use the same statistic. If the attacker has thousands of tentacles, individually weak but adhesive, the roll might be agility vs. strength. This attack gains a cost advantage of +1/2 if strength or agility may be used to break out. Notice that there is a large bonus to hit an immobilized victim. This ability should not but used in place of a grab (which doesn't completely tangle up the affected person).
This special ability allows the creature to buy a chance to force an unconsciousness save. There must be some reason, e.g. being good at aiming at pressure points, a mild electric shock, added pain, whatever. The creature may not buy more than an 8 in 10 chance to cause an unconsciousness save.
An engulfing attack puts the player inside the monster. A monster with an engulfing attack may buy an additional internal attack that acts every round and hits automatically with a +1/2 cost advantage, likewise internal only armor has a +1 cost advantage. For free, a character may be assumed dead 50 rounds after being engulfed, if appropriate. A creature may only engulf creatures smaller than it, where smaller is measured by levels of increased or decreased size. For a +1/2 ability advantage a creature may engulf creatures one size larger. Thus, for a +3/2 ability advantage a gnome sized creature could engulf a man; remember to come up with some justification for such silliness.
An engulfed creature may break out by doing the engulfing creature a number of hitpoints equal to its constitution, or by some other method, specified when the engulfing attack is bought, that the referee thinks is roughly as hard and appropriate. For each method of breaking out after the first, the attack gets a +1/4 cost advantage. The referee will rule on the spot about what attacks an engulfed creature may use to break out. Spell casting, etc. usually requires a stress save. Weapon use, other than daggers or such, requires a miracle.
Natural weapons may buy additional length for 1 point per +2 weapon length and +1 better speed for +1 points. This power should be used only to tune monster attacks, not to create blindingly powerful monsters. Natural weapons may not be faster than -0.
Entangle attacks are used to simulate giant spider webs, fire-and- forget tentacles or tendrills that immobilize, or magical immobili- zation zones. An entangle has hitpoints and (generic) defense. The attack has dice of hitpoints which cost five points each and has points of generic armor which cost 3 points each. Someone breaking out from the inside usues their damage bonus or, with an agility save, weapons in hand when the entangle hit. The defense subtracts from all sorts of incoming damage that can be stopped by any of edge, point, impact, fire, magic, or necromantic armor. Any damage that gets by the defense is subtracted from the hitpoints and when the hitpoints are gone the entangle is broken releasing the entangled creature or object. If multiple creatures are entangled in the same entangle then they much each break free separately, though area attacks that hit both of them affect the hitpoint totals both must exceed to get free. The basic entanglement attack is a single target ranged attack that may take the same modifiers as Arcan Damage attacks. A (non-area-effect) entangle attack allows the victim an agility save. If made, the person is partially entangled: roll hit location and that location and adjacent areas and equipment are entangled. If the save is made by more than thirty the character avoided the entangle. This rule also applies to characters at the edge of an area effect entangle.
Normally an entangle acts as added defenses for the entangled creature, but this may be modified in a coupl