Intelligence and Danger Threshold
The world is full of dangerous creatures, and while many of them
might end up as your opponents, it should be
noted that not all creatures think and act same. They each possess
varying degrees of intelligence.
Their intelligence indicates general ability adapt to change,
such as how they go about plans,
when they'll retreat, and who they'll attack first.
All enemies have a Danger threshold that, when reached once
their Health drops low enough, makes them realize who the real
threat is and attack them instead. The threshold is a percentage
of their maximum Health.
Degrees of Intelligence and Danger thresholds.
-
Drone - Stupid and incapable of reason or tactics beyond
just attacking.
Danger threshold: 10%
King Ants, Marionettes, Mandolas, Pumpkins.
-
Instinctive - Has a sense of self-preservation and can
recognize the threat of a foe
by their shape, size, and movements.
Danger threshold: 25%
Pollywogs, Ootangs, Wabbits.
-
Sapient - Possesses emotional and psychological intelligence
to make risk/reward
value judgements; can rationalize if what they're fighting
for is worth protecting.
Danger threshold: 50%
Bubbas, Witches, Specters, Gamulians, humans.
-
Wise - Can devise strategies to make the fight as easy for
them as possible, weighing
expended effort versus accomplished work.
Danger threshold: 75%
Witches, Humans in general, Bell, Duke, Psycho
Master.
-
Brilliant - Can actively invent new strategies, tactics, and
plans, as if viewing the battle
from a top-down view, intuitively reading opponents and
accurately guessing their every move.
Danger threshold: 100%
Atenacous, Wylaf, Phantom Valen, Doll Master.
As a reminder: a creature's intelligence describes its ability
to consistently and properly
deviate from its own role in order to best serve the goal of its
team rather than just
itself. More intelligent creatures will behave more flexibly,
while less intelligent creatures
behave more predictably.
As the stakes rise, you'll fight many creatures - monsters and
people - who are more than
willing to sacrifice their lives if it means just a chance of
stopping you taking what is most precious to
them or others.
Monster Types
Over the years, treasure hunters have come across monsters of all
shapes and sizes, some larger
than others. To help categorize these differences, they coined a set
of terms that just seemed to
stick. The bigger they are,
the stronger they'll be. But keep in mind, the bigger a monster
becomes, the more likely they'll
become the alpha of their group.
By default, all monsters are typed as mobs. To change its type,
take the template below and apply
Factor and Replace (FaR) as necessary.
Factor and Replace X (FaR)
Estimate how many 5's factor into the value, then recalculate
the value where 5 is replaced with X.
-
Normal
-
Vitals: Do Not Adjust.
-
Power Scores: Do Not Adjust.
-
Loot and Experience: x1.5
-
Miniboss
-
Vitals: FaR 9
-
Power Scores: Increase by 1.
-
Loot and Experience: x2
-
Activates their Teamwork abilities as if they were two combatants.
Activates their Solowork ability as if they were alone at all times.
-
They roll twice for initiative and get two turns.
-
Boss
-
Vitals: FaR 11.
-
Power Scores: Increase by 2.
-
Loot and Experience: x4
-
Activates their Teamwork abilities as if they were three combatants.
Activates their Solowork ability as if they were alone at all times.
-
They roll twice for initiative and automatically roll nat 20 and nat 10 plus the
init bonuses for the results; they get two turns.
-
Final Boss
-
Vitals: FaR 13.
-
Power Scores: Increase by 2.
-
Loot and Experience: x8
-
Activates their Teamwork abilities as if they were five combatants.
Activates their Solowork ability as if they were alone at all times.
-
They roll twice for initiative and automatically roll nat 20 and nat 10 plus the
init bonuses for the results; they get two turns.
Quirks
No two monsters are typically ever the same. In fact, most monsters
possess
deviations called Quirks that serve to modify their stats in one way
or another.
Quirks can help define a monster's weakness or their role in a
pack.
Moreover, they serve to make scenarios more complicated for the
players.
It's normal for every monster in a fight to have a quirk, but
it's also
okay if you want to make it fewer, to make it more special.
To give a monster a Quirk, roll 1d20 from below table.
-
Springloaded
Gains +10 to Initiative.
-
Brutal
Increase MlePwr by one level.
-
Priestly
Increase MgcPwr by one level.
-
Clever
Increase SklPwr by one level.
-
Oversized
Increase Health by one level.
-
Docile
Befriend checks gain +5.
-
Bloodthirsty
Does not make Intelligence checks.
-
Hyper
Increase Stamina by 10.
-
Vigilant
Increase Focus by 10.
-
Arcane
Increase Mana by 10.
-
Royal
Element is Noble.
-
Protected
Gains +5 to Evade checks.
-
Eagle Eyes
Actions gain +1 to Range.
-
Rabid
All attacks inflict Poison {TL}.
-
Blessed
First {TL} checks have Advantage.
-
High Vitality
Regains 10% max health at the beginning of each turn.
-
Wealthy
Drops 2x loot.
-
Exertion
+5AP for all actions. Reduce start Stamina, Mana, and Focus
by 50%.
-
Higher Intelligence
Mind self-checks checks gain +5.
-
Lucky
+5 to all Luck checks.
Loot and Experience
By the time combat ends and you stand victorious,
every enemy that initially challenged you is considered defeated and
you are rewarded an amount
of experience points.
The same applies for loot. Any materials, equipment, gil, and
other goodies dropped
either upon defeat - either when they die, are knocked out, or
while they run away.
Loot doesn't technically exist to be collected until
after the battle has ended.
At that point, loot (and experience, somehow) is gathered into a
pile. By default, experience
is instantly divided equally (as possible) among the players of
the party. From there, players
can divide the loot among themselves as they see fit - hopefully
in a peaceful, rational manner.
Leveling-up Monsters
If you want to fight stronger monsters, you can level them up. This
works in a manner similar to
how your characters level up.
To do this, you only need a bit of multiplication. First find
the base class of the monster
and multiply its affected scores (vitals, power, dropped
experience) by the level you want
it to become. Make sure when multiplying vitals, that you
finally divide its stamina, mana, and focus
by 5.
For leveling-down a monster, you can use the same process
described above, but stopping at a lower
level than the one listed in the Monster Guide.
Upscaling for Parties
Though monsters grow stronger from their type and level, they do not
normally grow stronger in the face of more opponents. This is why it
is good to upscale
your monsters according to the size of your party. This keeps
encounters
interesting, being not too easy nor too hard, while making sure
players receive the
proper rewards.
To upscale your monsters, take their final Health after
accounting for level and type
and increase it by 50% for every additional party member.
Upscaled Health = Max Health x ([Party Size) x 0.5
Consider the following example...
A party of 4 players are going against a level 5 Chimera Boss.
Normally the Boss has 540 Health, but against 4 players would
make it too easy. It will be increased.
Upscaled Health = Max Health x [Party Size - 1] x 0.5
Upscaled Health = (540 x [4 - 1] x 0.5)
Upscaled Health = (540 x 3 x 0.5)
Upscaled Health = (540 x 1.5)
Upscaled Health = 810
Likewise, you can also increase the amount of acquired gil from
the end of
each battle, so that players don't have to split it too thinly
between each other.
Upscaled Gil = Gil x [Party Size]
Consider the following example...
The same party of 4 has defeated the level 5 Chimera Boss and
are collecting
its gil. Normally, it would drop just 400gil, but with 3 more
players looking
for a reward for their hard work, it will drop more.
Upscaled Gil = Gil x [Part Size]
Upscaled Gil = 400 x 4
Upscaled Gil = 1600
Now every player can have 400gil.
Custom Monsters
If you want to create your own monsters, you can follow a simple
process. However, it should be
warned that this is a tricky process, where if you're not careful,
you might create a beast
that's either too powerful or too weak, or just generally unfun. In
consideration, all monsters
have classes that players are also able to take, mix-and-match with
- so don't give your custom
monster something that you wouldn't potentially want the rest of
your party having.
To begin,
at this point, you as the GM will be familiar with monsters
enough that you understand the core
principles of their design, such as balance, focus, and
strengths and weaknesses.
-
Conceptualize
Conceive an idea for the monster you wish to create.
Consider their theme, how they
complement the other monsters, how they challenge the
players, their strengths,
their weaknesses; which classes would be strongest against
them and which would have the
hardest time.
Where do your custom monsters come from? Where can they
be found? Are they Grunts
or clever? What loot do they drop upon defeat?
Once you've come up with a concept, write as much of it
as you can before going
onto the next step.
-
Vitals
Write down the level-1 Vital scores of the monster. Keep in
mind that the average base health
for any mob is 45, meaning it takes exactly 3 hits with an
average-grade weapon to defeat it.
For Focus, Stamina, and Mana, the average starting value
is 15. These numbers tend
to fluctuate depending on the class's design, whither
they're heavily dependent on
a particular vital, and how long you want them to be
able to last in a fight.
-
Scores
The most important thing you should think about for a
monster's Scores is its element.
The monster's element indicates where it essentially lies in
the critical food-chain.
If it's a non-standard element like light, metal, or noble,
then that means there will be
fewer classes around that can potentially critically harm
it.
Next, consider its Movement score. The average is 4,
which is scaled to most battlefields
such that it can move across an average-sized
battlefield from one side to
the other in 2 rounds.
Its carry score isn't as normally important as a
monster, but when a player takes
its class, it'll determine how much they can carry on
their person. This is where you
might want to consider if a monster would be too
dependent on things or not.
Primary and Secondary Damages aren't immediately
determined until you know
their Stats and which weapons they're equipped with.
-
Stats
The monster's Stats are going to be the meat of its build -
its punch, if you would.
It determines how quickly it can neutralize an opponent,
while also determining
how long it might take to neutralize it.
The average Power score is 3, while the average Evasion
score is 10.
A Power score of 4 is considered heavy, and 5 is very
heavy - it's rare that a
monster should start with anything above 4, and unheard
of it for it to start at 6+.
Imagine its Evasion scores as a health multiplier for
certain attacks. Since 10 is half
of 20, then naturally, it means only half of the attacks
will hit, thereby doubling your
health. Increasing that to 15 means only one in four
attacks are likely to hit,
while anything higher is unheard of.
-
Talents
Unlike adventurers, monsters don't develop talents, but
instead grow into their talents, as befitting
their natural abilities. Based on the parts they were born
with, they'll better at certain tasks than
others.
-
-2 to -1 is poor.
-
0-2 is okay.
-
3-4 is good.
-
5-6 is great.
-
Equipment
Monsters typically don't have weapons - but they can have
natural weapons, such as claws,
teeth, spines, tails, and thick skulls. Choose two to be
their primary and secondary weapons.
A monster's natural gifts might also count as tools, and
can substitute
for a tool that could be purchased by the players at the
store.
Few monsters have consumables, and fewer still have
anything significant
they can use, like a revival coin.
-
Loot and Experience
All mobs drop 100xp, multiplied by their level. Loot,
however, is static.
What a monster drops as far as loot is concerned isn't
always
relevant to what the monster what, with the exception of
materials.
Typically, monsters drop materials, which can be used
for creating
items later on.
Generally, minibosses and bosses will drop quest-items
necessary
for advancement in the dungeon or campaign.