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monsters

Jun 3rd, 2017
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  1. https://pastebin.com/bd6KD7j0
  2. https://pastebin.com/zqqXhqaj
  3. http://mgcyoa.azurewebsites.net/Beast?parts=10
  4.  
  5. Springheel Jack
  6.  
  7. This monster is created from the condensed feelings of hopelessness, sadness and anger of persons who where betrayed, particularly those who died with these feelings still strong within them.
  8. It has the appearance of a tall and gaunt man missing its arms but with extremely long legs that seem to have far more joints than they should. Its skin is covered in red-hued scales, and it's head is wrapped in bandages. From its back sprout five prehensile limbs akin to tails, which are tipped by hook-like blades.
  9. It attacks during the night, stalking people who wander deserted streets and trapping them within an illusory terrain that is like an endless maze, then creating illusions to try to drive said person to reveal their "true" personality - selfish, deceitful and two-faced.
  10. When their victim finally displays such behavior, it attacks, the bandages in its head unwrapping to reveal it is in fact headless, then wrapping its bandages around its victim's head while it consumes their mind and drives them insane.
  11. Should one remain honest, kind and just, the illusions will keep getting worse through the night until he's trapped in a living nightmare. Only at dawn will it dispel the illusion and consider that said person passed the test.
  12.  
  13. STR 3
  14. AGI 15 (8)
  15. VIT 8
  16. MAG 8
  17. LCK 2
  18.  
  19. Abilities:
  20. Flailing Limbs - Springheel Jacks can do up to six attacks per round with no penalty, one with each tail, and a single powerful kick that knocks enemies back. However, it is limited to a maximum of 3 attacks per target.
  21.  
  22. Weapon Finesse - Springheel Jacks make melee attack rolls with AGI rather than STR.
  23.  
  24. Powerful Legs - Despite not being physically tough, the unique way its legs are built allow Springheel Jacks to jump incredible heights. They can nonchalantly leap up a ten-story building from a standing start.
  25.  
  26. Illusion magic - Changes landscapes to create a self-contained illusory terrain that is all but impossible to leave without magical aid. From outside, it is impossible to see or hear the trapped victim.
  27.  
  28. ----------------------------------------------------------
  29.  
  30. Murderer's Will
  31.  
  32. This creature manifests initially as a presence, a chilly breeze that sends chills down one's spine. Its appearance is that of a faint, nigh-invisible mist that assumes a vaguely humanoid shape, its eyes akin to sharp wells of inky darkness, and its mouth but a crack across its face, resembling a menacing smile.
  33. A Murderer's Will is a species of evil spirit that has never been alive, and is said to have existed ever since the dawn of mankind. They cannot freely cross lit areas on their own and dislike bright lights, and thus tend to stick to dark and abandoned regions. They need a very specific kind of sustenance, but can go for long periods without feeding as long as they lie dormant within an object that once possessed emotional value, feeding slowly from that residual energy.
  34. Their true nature is revealed when an unlucky person awakens it from its dormant state by disturbing the object in which they are residing. When such a thing happens, the creature will attempt to establish a "link" with said person, and move from the object and into their bodies. Only persons with extraordinary willpower have proved to be able to resist such attempts.
  35. Having managed to successfully inhabit the body of someone - who becomes its "host" - the Will starts to slowly change their personality, twisting their feelings, hopes, dreams and desires, slowly implanting within them a terrible, murderous drive.
  36. The Murderer's Will feeds off feelings of desperation and pain, those which emanate from those about to die being the perfect and absolute delicacy for it. To be able to obtain a constant source of such emotions, they manipulate their hosts so that they become vicious killers - many serial killers in history have actually been under the influence of these creatures.
  37.  
  38. STR 0
  39. AGI 8
  40. VIT 5
  41. MAG 14
  42. LCK 6
  43.  
  44. Abilities:
  45. Incorporeal - Completely immune to physical attacks and projectiles. Magically enhanced attacks may hit it, but roll only for the Bonus Dice (up to 3d10).
  46. It is also unaffected by magic that manipulates or makes use of purely physical forces, such as Gravity, Metal and Stone.
  47.  
  48. Flesh Puppet - A Murderer's Will inhabiting a host uses it as a puppet for its whims - which, obviously, includes doing any and all fighting for it. This is a symbiotic relationship, however - it enhances the host's body with its magic so that it becomes the perfect assassin.
  49. The typical stats for such a host are STR 11 AGI 11 VIT 7, considering an average human adult as base. Any weapons they wield are also enhanced, becoming magical in nature.
  50. Legends say that incredibly rotten and vile humans, who already possessed those dark drives even prior to the possession are able to house multiple Murderer Wills within them, and benefit from even greater powers.
  51.  
  52. Meat Shield - The spirit is impervious to all damage until it's somehow expelled from inside its host. The host suffers all damage in its stead, and only if the body is destroyed or sufficiently damaged so that it no longer moves, will the spirit leave.
  53. Certain specializations such as Light, Fire, Reinforcement and Spirit possess the ability to exorcize the creature from its host without causing them any harm.
  54.  
  55. Emotion Feeding - Despite it being a kind of spirit, this creature's abilities are Empathic in nature, and it is able to use Empathic magic to a certain degree.
  56.  
  57. -------------------------------------------------------
  58. Lazy Frog
  59.  
  60. This creature looks like an enormous and fat frog, as large as a car. Its skin is grey and rough, in such a way that, at first glance, one would think it is an old statue - which most people assume it is, and never give it a second thought, even if it suddenly appeared where no statue stood the previous day.
  61. It is a species of being that inhabits the Underworld, but occasionaly winds up in the human realm for one reason or another. It feeds off the ethereal flies that infest and feed upon the energy left in the corpses of those who died due to a spiritual disease. Thanks to its feeding habits, its skin is covered in what appears to be a thin coat of dust, which is actually the powdered remains of such flies, still carrying a very infectious spiritual illness. The first person who touches the frog "statue" is infected by the disease, which, if left unattended, would grow worse during the span of a month, but not cause their demise. However, upon being touched, the frog senses that person as a potential lure for its food, and begins to stalk the infected person, always sitting out close to places he or she frequents, its presence causing the disease to become more and more severe, eventually leading to their demise. Afterwards, the frog will feed off the ethereal flies that show up to feast upon their corpse, and leave.
  62. While seemingly slow and immobile like a true statue, its frog appearance is but its dormant guise. To be able to catch the swift ethereal flies or fight back if it's harassed, it opens its mouth impossibly wide, and turns itself inside-out - assuming the shape of what seems to be a fleshy, muscular hound, with a maw that runs through the whole underside of its body, and fangs for paws.
  63.  
  64. STR 12
  65. AGI 8
  66. VIT 16
  67. MAG 2
  68. LCK 1
  69.  
  70. Abilities:
  71. Stone Skin - It has Soak 5 in its Frog shape, but it cannot move.
  72.  
  73. Ferocious Bites - Thanks to its many fangs and large mouth, it is able to perform two attacks per round.
  74.  
  75. Stored Energy - its long periods of lethargy leave it with excess energy. In its hunting shape, it's able to move at insane speeds. Consider all of its rolls in Pursue actions as 10's, and it's always able to instantly close from Very Far to Close range in order to attack.
  76.  
  77. Clasping Maw - If it scores at least three successes with two attacks against the same target in the same round, the Frog may attempt to Grapple the victim. If it has success, it fully closes its maw onto the victim, reverting back to its Frog shape and trapping her inside. Deals damage as a Focused Assault, and one wound per round the victim remains trapped inside. This wound bypasses soak.
  78.  
  79.  
  80. -----------------------------------------------------
  81.  
  82. Heat Leech
  83.  
  84. An artificial creature, that originated either from foul magical experiments or forced evolution, it is an unsubtle being that often causes havoc in its wake. The very nature and behavior of this being ensures it is short-lived, but a great threat for the whole span of its life.
  85. Heat Leeches hatch from an egg, often laid in clutches within damp, quiet and hot places. The eggs are the size of a watermelon, with a red-hued shell as resistant as steel, which also has a metallic, reflexive appearance. When the shell is damaged or if the eggs are moved, they are prone to hatch immediately, allowing a small and weak, but aware and dangerous nonetheless leech to emerge and attack immediately.
  86. At first sight, the creature looks like a bundle of entangled wires or ropes wriggling around a knot amidst the coils, constantly contorting and stretching to explore its surroundings. However, upon better observation, it can be seen that suspended in the middle of everything lies a shape akin to the larva of an insect, from where the tendrils originate. It's skin is red-hued and reflexive like polished metal.
  87. Its many tentacles end in circular, leech-like mouths filled with teeth, that attach to its preys and drain them of their bodily heat.
  88. The larva is a coldblooded creature that derives nutrition from extremes of temperature. However, especially in seasons other than summer, the ambient heat is not sufficient, and it preys on any and all sources of heat available. With its tentacles, it is able to drain the body heat out of living beings, quickly leading to their demise. Upon hatching, the first leech to be born often kills its siblings, draining the other eggs out of their heat.
  89.  
  90. STR 11
  91. AGI 2
  92. VIT 10
  93. MAG 4
  94. LCK 4
  95.  
  96. Abilities:
  97.  
  98. Thrashing and Biting - With it's many tentacles, it can attack every creature within range once a round. Additionally, with a successful attack (at least one success more than the defender), it deals an additional wound bypassing soak as it absorbs heat from the target.
  99.  
  100. Predation - It is able to perform a non-action grapple attempt once per round. Entangled victims take 1d4 wounds per round as they are drained of heat. These wounds bypass soak.
  101.  
  102. Defensive Tendrils - Though attacking its tentacles definitely harms the creature, it is hard to score a hit on its actual body. Soak 10 with all of it's tentacles, but as they are severed in bunches the soak is reduced to a minimum of 1.
  103.  
  104. Blindsight - The leech is eyeless, and thus immune to all tricks and illusions based on vision alone. Instead of seeing, it is able to sense heat for up to 30 meters away with perfect accuracy.
  105.  
  106. Heat Parasite - The Leech derives sustenance from heat. When feeding (such as predating on someone or having scored hits with its tentacles), it gains Regeneration, and recovers 1 point of Soak per round. If the Leech is subject to extremely high temperatures (such as being lit on fire), its Regeneration is twice as effective.
  107. In consequence, it is completely immune to fire and heat-based damage.
  108.  
  109. Metamorphosis - As it absorbs heat, it slowly the energy which is used to grow a cocoon around its body. Once it has been able to absorb a total of 1000ºC worth of energy, it retracts fully inside of the coccoon and evolves.
  110. Unless being encountered immediately after hatching, the typical Heat Leech has nearly finished gathering the necessary energy, from feeding upon the other eggs, ambient temperature and animals.
  111. The process takes 1d4 rounds to complete, and the Cocoon has VIT 5 and Soak 20, but is fully immobile.
  112.  
  113. +++++++++++++++++++++
  114.  
  115. Fireflayer
  116.  
  117. The Fireflayer is the creature that is born after a Heat Leech is able to complete its metamorphosis. It is born with full health and complete, intuitive mastery over its abilities.
  118. It has the shape of a humanoid covered in a white-hot exoskeleton and wings akin to those of a dragonfly sprouting out of its back. It has four arms that end in serrated chitinous blades, strong and sharp enough to cut through steel efortlessly.
  119. Barely more rational than its earlier form, but in possession of a fiendish cunning, this creature is a deadly assassin, and just as capable of widespread destruction. Its tentacles have fused together to form a single, tail-like ovipositor. By harnessing additional quantities of energy, it is able to produce eggs for laying.
  120.  
  121. STR 19
  122. AGI 17
  123. VIT 13
  124. MAG 14
  125. LCK 1
  126.  
  127. Abilities:
  128.  
  129. Exoskeleton - Soak 2
  130.  
  131. Cold blades - Thanks to its multiple limbs, it is able to attack up to four times per round, with a penalty equal to half the number of attacks being made (round down).
  132. Additionally, its blades are treated as being magically augmented with cold for +2 dice.
  133.  
  134. Heat Absorption - With it's enhanced abilities, it is able to extract heat with enough skill to seemingly be able to use Ice magic. Additionally, unarmed characters take 1 wound bypassing soak upon hitting it in melee, as it instantly draws out their heat.
  135.  
  136. Frost Shield - Costs 1 mana. Sustains incredibly cold air close to is body, which solidifies into sheets of ice in response to an attack. This shield has 2 soak.
  137.  
  138. Cold Burst - Costs 2 mana. It swiftly extracts the heat of the air around it in a wide area, creating a burst of cold that deals 1 wound and slows and weakens those caught in it, imposing them a -2 penalty in STR and AGI rolls.
  139.  
  140. Hail Barrage - Costs 1 mana. Shoots small shards of ice at the target.
  141.  
  142. Icicle Barrage - Costs 2 mana. Shoots spears of ice at its target, dealing 1d2 wounds per success.
  143.  
  144. Spear Blizzard - Costs 5 mana. Creates a storm of icy wind and deadly icicles, dealing 2 wounds per success over a wide area.
  145.  
  146. Ice Coffin - Costs 3 mana. Flash freezes to create a coccoon of ice enveloping the target, which is instantly pinned if he fails to avoid the spell.
  147.  
  148. Energy Release - The absurd energy contained inside the Fireflayer is released upon its death, producing an explosion large enough to level a building. It takes, however, 1d4 turns after its demise before it bursts.
  149.  
  150.  
  151. ---------------------------------------------
  152.  
  153. Fallen of the Gale
  154. This creature is a lesser species of demon, a minor lord from the Underworld. It stands about two meters tall, with a slim, vaguely humanoid shape, with two heads that resemble a skinless bird's. Its eyes are but two spots of green light within its skull. Its back is covered in purple feathers, and it possesses a long and sinuous tail. It has four wings that beat irregularly where a human would have its legs. It wears jeweled necklaces, and its arms end in hands with too many fingers and that seem to be able to move in unnatural angles. The air around it is constantly moving, creating a faint, whistling noise.
  155. Fallens are often employed by distinguished human demonbinders, being a very prized minion among them.
  156.  
  157. STR 6
  158. AGI 14
  159. VIT 6
  160. MAG 12
  161. LCK 1
  162.  
  163. Abilities:
  164.  
  165. Master of the Winds - This creature is naturally able to manipulate the wind to it's whim.
  166.  
  167. Whirling Armor - The winds constantly flowing around this creature grants it a Soak of 2 as it blows stronger to try and deflect attacks. Additionally, ranged attacks made against it take a -1 penalty.
  168.  
  169. Gust of Wind - Costs 1 mana, summons a powerful burst of wind that tosses anything in it's path away. Knocks enemy away and debuffs his next attack for 1 dice as the wind persists. If he fails a STR or VIT test against the successes in this roll, he takes 1 wound bypassing soak as he crashes into the ground/wall/objects in his path.
  170.  
  171. Wind Blades - Costs 1 Mana. Is able to launch blades of cutting wind that deal 1 wound per success.
  172.  
  173. Slicing Storm - Costs 3 Mana, summons an area of supersonic air as a whirlwind that slices at the bodies of the foes, dealing 1d4 wounds of damage. Stays for 1d4 turns and deals 1 wound per turn.
  174.  
  175. Hurricane Orb - Costs 4 Mana. Manipulates the air to create a sphere of void, which is then hurled against the target with an AGI roll. Upon impact, the magic stored within reverses, and creates an implosion sucking in air with devastating power. Deals 2d4 wounds.
  176.  
  177. ---------------------------------------------
  178.  
  179. Lemure
  180. A lemure is a hideous creature, appearing as nothing more than a lump of man-sized blobs of molten stinking flesh, that oozes across the ground as it moves. They stand about 5 feet tall and weigh about 100 pounds. Their soft bodies regenerate quickly, making them convenient victims of torture for the devils. A lemure is about as tough as a typical human zombie.
  181.  
  182. STR 3
  183. AGI 2
  184. VIT 3
  185. MAG 0
  186. LCK 0
  187. HP 6
  188. Soak 0
  189. MP 0
  190. Fortune 0
  191.  
  192. Weapons: Unarmed (Forced Holster)
  193. Outfit: None; no soak
  194. Perks: Get out of Jail (costs 0 Mana for Lemures)
  195. Power: Regeneration
  196.  
  197. Drops:
  198. Copper Coin (40% chance)
  199.  
  200. ---------------------------------------------
  201.  
  202. Barbazu
  203. Barbazus are six feet (180 centimeters) tall and weigh roughly 225 pounds (102 kilograms). They have thick, coarse-haired beards, oozing with disease. In battle, they are often outfitted with infernal armor, even though their scaly hides can usually deflect the typical attack. These devils are the elite soldiers of Hell's legions. They are savage fighters who enter a frenzied rage before engaging in battle. Between wars, they find employment as guards and sentinels for more powerful devils. Bearded devils have aggressive personalities and love fighting. These fiends use the extended reach of their sawtoothed glaives to their advantage. Enemies who get too close are grappled and subjected to the foul disease lingering in the devils' beards.
  204.  
  205. STR 16
  206. AGI 6
  207. VIT 8
  208. MAG 6
  209. LCK 2
  210. HP 16
  211. Soak 7
  212. MP 6
  213. Fortune 2
  214.  
  215. Weapons: Demonic Glaive (Melee; High Ward)
  216. Claws (Forced Holster)
  217. Outfit: Scales (Uniform; Defender)
  218. Perks: Get out of Jail
  219. Berserker
  220.  
  221. Spells:
  222.  
  223. Infernal Wound
  224. Cost: (passive)
  225. Desc.: The damage a bearded devil deals with its glaive causes a persistent wound. This does not require any rolls other than the actual STR attack roll. An injured target loses 1 HP each round (this ignores soak). The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by an anti-debuff spell, a heal spell on a VIT or MAG roll of 3 or above. The infernal wound is a supernatural ability of the bearded devil, not of the weapon.
  226.  
  227. Beard
  228. Cost: (passive)
  229. Desc.: If a bearded devil hits a single opponent with a Claw attack, it automatically hits with its beard. The affected creature takes 1d3 points of damage and must roll at least 3 successes on a VIT or be infected with a vile disease known as devil chills (incubation period 1d4 days; exact effects at the discretion of the GM and the player). Damage (should be about 1d4, but RP is more important than stats here) is dealt each day until the sufferer rolls at least 3 successes on 3 consecutive VIT rolls (only 3 rolls per day allowed), the disease is cured magically, or the sufferer dies.
  230.  
  231. Summon Devil
  232. Cost: 3
  233. Desc.: Once per encounter a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.
  234.  
  235. Drops:
  236. Copper Coins (40%; d4)
  237. Bronze Coin (20%)
  238.  
  239. ---------------------------------------------
  240.  
  241. Pit Fiend
  242. Pit fiends are the generals of baatezu armies, the orchestrators of mass corruption and the bullies of their lesser devils. They appear as bestial, scaled humanoids twice the height of any human being with a pair of wings that it can wrap around its body. As venomdrips from their fangs, fire wreathes the pit fiend's entire body. When mortals think of devils, the pit fiends are the creatures that are brought to mind. These creatures appear to be large humanoids with brilliant red skin. Their heads are adorned with massive horns while their bodies are cloaked in a pair of bat-like wings. A long, prehensile tail snakes from their backside. The mouth of a pit fiend is filled with sharpened fangs whose bite carries both a terrible poison and a virulent disease. A pit fiend stands over 12 feet tall and weighs 800 pounds.
  243. Armed with superhuman combat prowess, the intelligence of a mighty wizard, an array of powerful spell-like abilities and usually the resources of a devilish army as well, pit fiends are incredibly dangerous foes. Powerful conjurers can summon a pit fiend to make deals. Contracts are usually written up in order to have the deal honoured, but pit fiends are masters of such things and always have ways of perverting the contract to their own ends.
  244.  
  245. STR 25
  246. AGI 16
  247. VIT 20
  248. MAG 18
  249. LCK 4
  250. HP 40
  251. Soak 13
  252. MP 18
  253. Fortune 4
  254.  
  255. Weapons: Demonic Mace (Melee; High Ward)
  256. Bite (Unarmed; Focus)
  257. Outfit: Scales (Uniform; Reinforced)
  258. Perks: Wings (Grants +1 bonus die to dodge and disengage rolls)
  259. Get out of Jail
  260. Powers: Regeneration
  261. Tentacles (Tail)
  262. Specialisations: Fire: https://titanpad.com/cALjc7hIl7
  263. Darkness: https://titanpad.com/JmLMkF0GBI
  264. Weaknesses: Water/Light
  265.  
  266. Unique Spells:
  267.  
  268. Fear Aura
  269. Cost: (passive)
  270. Desc.: A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must roll at least 3 successes on a LCK test or be automatically Pinned Down. A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura.
  271.  
  272. Disease
  273. Cost: (passive)
  274. Desc.: If the Pit Fiend hits a single opponent with a Bite (Unarmed) attack, the affected creature must roll at least 4 successes on a VIT or be infected with a vile disease known as devil chills (incubation period 1d4 days; exact effects at the discretion of the GM and the player). Damage (should be about 1d4, but RP is more important than stats here) is dealt each day until the sufferer rolls at least 3 successes on 3 consecutive VIT rolls (only 3 rolls per day allowed), the disease is cured magically, or the sufferer dies.
  275.  
  276. Summon Devil
  277. Cost: 3
  278. Desc.: Twice per encounter a pit fiend can automatically summon 4d10 lemures or a bearded devil.
  279.  
  280. Blasphemy
  281. Cost: 5
  282. Desc.: Compare the VIT of the defender to the MAG of the Pit Fiend.
  283. The effects are cumulative and concurrent.
  284. No saving throw is allowed against these effects.
  285. MAG<VIT: No effect
  286. MAG≥VIT: Dazed: The creature can take no actions for 1 round, though it defends itself normally.
  287. MAG-5≥VIT:Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds.
  288. MAG-10≥VIT:Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
  289. MAG-15≥VIT:Killed: Living creatures die. Undead creatures are destroyed.
  290. Furthermore, if the Pit Fiend is on its home plane when you cast this spell, non-evil extraplanar creatures within the area are instantly banished back to their home planes (e.g. a Magical Girl returns to her homeworld). Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a MAG roll of at least 4 successes to negate.
  291. The effect targets all non-evil characters within ~40ft.
  292.  
  293. Drops:
  294. Demonic Mace (50%) (Melee; High Ward)
  295. Greater Devilhide Cloak (35%) (Uniform; Defender)
  296. Copper Coins (50%; d8)
  297. Bronze Coins (70%; d4)
  298. Silver Coin (50%)
  299.  
  300.  
  301. ----------------------------------------------------
  302.  
  303.  
  304. Blight Server
  305.  
  306. A creature that is fairly recent in the story of the world when compared to older and more ancient kinds of monsters. Of mysterious origin, it is an entity trapped within the digital space, related to all the anguish, suffering, and even less violent energy that is captured in media and stored within.
  307. This energy is ever accumulating and with nowhere to escape, and as sufficient amounts of it are amassed, this entity becomes restless and seeks to create vessels to enable said energy to vent off into the physical world, acting not unlike an extraordinarily hardy computer virus - finding suitable devices and warping their functions. The changes force the device to start to emit a faint droning noise, this being the manifestation of the condensed energies being dispersed into the world.
  308. However, said hum has a detrimental effect in human beings and animals, causing mild nausea at first, which progresses to headaches, and confusion, at which point the entity recognizes the very brain of said person as an exceptional device and it will rearrange their very neural system and "download" itself into their brain, before fully warping their body to its needs.
  309. Its form may vary, but is generally a large and hulking humanoid with a hunched back and skin of indistinct color, whose shape seems inconstant or uncanny; flickering impossibly with static and visual artifacts as if one was watching a corrupted video file. Its movement is erratic as it has an inconsistent location, being hard to precise exactly where it stands.
  310. While being physically imposing, this creature prefers to fight from long range, firing spear-like objects from its appendages, and leaving the close fighting to the minions it creates, vessels used as exhauster for the overflowing energy.
  311.  
  312. STR 8
  313. AGI 11
  314. VIT 10
  315. MAG 10
  316. LCK 0
  317.  
  318. Abilities:
  319. Inconstant Location - Acting as an Illusion effect, the noise that covers this being imposes a -2 penalty in all attacks executed against it.
  320.  
  321. Infection Drive - A blight server is able to spew noxious spikes that reanimate the corpses they're stuck to as Plague Clients. To living beings, it deals 1 point of damage per success piercing 2 points of soak, and should it be able to inflict an injury - infects them with a poison that saps them of their strength, inducing severe headaches. Imposes a -1 penalty to all actions, and a -2 to actions requiring concentration such as casting or maintaining a spell until healed.
  322.  
  323. Curtain Fire - By drawing upon the very energy that sustains it, it is able to unleash a barrage of spears over a wide area. It takes 2 wounds, but is able to unleash two Barrages a single round.
  324.  
  325. Electrical Field - Blight Servers constantly emit a weak electromagnetic pulse that disrupts electronics and machinery. It is also able to overload itself at the cost of an action in order to emit a strong pulse that disables all such equipment, while sapping their energy for itself. Should it be able to affect at least 4 electronic devices, it heals itself a wound threshold.
  326. Additionally, electrical attacks inflict -1 wound to it.
  327.  
  328.  
  329. ++++++++++++++++++++
  330.  
  331.  
  332. Plague Client
  333. Their presence is preceded by that of a droning hum, not unlike that of a distant engine. They are mindless creatures, warped from their original shapes into that of a hulking, broken and bent humanoid shape, covered in shadows and occasional bursts of static. Their faces are completely featureless, except for a single eye which shines as a spotlight, though their heads may often be undistinguishable from the rest of their bodies.
  334. The ends of their upper limbs may also be twisted into shadowy blades, spears or claws, denouncing the more violent energies they exhaust.
  335. Plague Clients are the beings created and controlled by Blight Servers as their minions and means to an end - the vents forged into the physical realm to allow the excess energy of the digital space to disperse.
  336.  
  337. STR 6
  338. AGI 5
  339. VIT 6
  340. MAG 0
  341. LCK 0
  342.  
  343. Abilities:
  344. Blades and Bludgeons - Attacking with their natural melee weapons, they tend to use either piercing or all-out attacks.
  345.  
  346. Buffering - Plague Clients start combat with slow and weak movements, but are able to slowly charge themselves as time passes in order to get a burst of strength and speed for a brief span of time. For each round a Plague Client stays idle, it is able to accumulate a single charge, for up to three. The next time it takes an action, it may choose to spend its charges.
  347. For each charge accumulated, it gains +5 STR and AGI.
  348.  
  349. Instantaneous Transfer - Should the Blight Server which created the Client get attacked, once per round, the client is able to instantly swap positions with the Server, taking the blow it would otherwise do.
  350. However, should the Server be destroyed, all Clients likewise collapse.
  351.  
  352. -------------------------
  353.  
  354. Mordian Winged Rat
  355. The world of Mordian is one of unimaginable terror. The planet's hideous native creatures conquered the realm long ago, massacring the uncorrupt population, and since then their raiding parties have ravaged the Overcity, often spilling out into other worlds. The most common creature in these raiding parties is the Mordian Winged Rat.
  356. Huge, furry and ugly, the Winged Rats are exactly what their name implies: rats the size of large dogs with bat-like wings several metres long when unfurled. These creatures possess little innate magical ability, and cannot attack from a range, but their close combat attacks are deadly and they make good cannon fodder.
  357.  
  358. STR 6
  359. AGI 5
  360. VIT 3
  361. MAG 2
  362. LCK 0
  363.  
  364. HP 6
  365. MP 2
  366. SK 0
  367. FP 0
  368.  
  369.  
  370. Weapons: Claw (Unarmed; ATATATA!)
  371. Bite (Unarmed; Focus)
  372. Outfit: None (no soak)
  373.  
  374. Abilities:
  375. Unfurl Wings: The Rat may spend an action to unfurl its wings: it gains the Wings perk (Grants +1 bonus die to dodge and disengage rolls), but these wings are clumsy and large, preventing them from entering small spaces and inflicting a -1 die penalty on all actions. The Wings may be Furled Up again, revoking the penalty but also removing the rat's ability to fly.
  376.  
  377. Disease: If the Rat hits a single opponent with a Bite attack, the affected creature must roll at least 2 successes on a VIT test or be infected with a vile disease from the beast's maw (incubation period 1d4 days; exact effects at the discretion of the GM and the player). Damage (should be about 1d4, but RP is more important than stats here) is dealt each day until the sufferer rolls at least 1 success on 3 consecutive VIT rolls (only 3 rolls per day allowed), the disease is cured magically, or the sufferer dies.
  378.  
  379.  
  380. -------------------------
  381.  
  382. Mordian Incubator (https://upload.wikimedia.org/wikipedia/commons/5/5a/Haemaphysalis_longicornis_1.jpg)
  383. One of the most horrific creatures to inhabit Mordian is the Incubator. A huge tick-like beast the size of a small house, the Incubator searches for Magical Girls or even simple mortals to corrupt into hideous monsters. The creations of the Mordian Incubators are far more grotesque than monsters produced by the Ebon Mint and similar factions, but it is far easier for the sufferers to be purified. These horrific creatures were responsible for the victory of the Mordian monsters over their human neighbours, and remain a great threat to the citizens of the Overcity and nearby realms. However, they are slow-moving and magically inept, making them vulnerable to ranged and magical attacks. They are rarely seen outside of a full-scale invasion force.
  384.  
  385. STR 8
  386. AGI 0
  387. VIT 20
  388. MAG 0
  389. LCK 0
  390.  
  391. HP 40
  392. MP 0
  393. SK 13
  394. FP 0
  395.  
  396. Weapons: Claw (Unarmed; no enhancement)
  397. Outfit: Chitin (Uniform; Reinforced)
  398.  
  399. Abilities:
  400. Incubation: The Incubator may spend an action attempting to capture any Close characters. Both parties roll a d10, without modifiers. If the Incubator rolls higher than the defender, the defender is trapped within the Incubator's body! After a gestation period of 2d4 turns, the character (magical or not) will become a Mordian Monster, losing its Specialisation-granted stats but rolling 5 new perks on the Monster Perk Table and gaining an additional specialisation. The Mordian Monster then emerges from the Incubator's oviduct, coming under the control of the GM and fighting for the Incubator until the end of the session or until it is killed/incapacitated. Purification may be attempted as normal if the Mordian Monster is incapacitated, resulting in a loss of the second Specialisation and all Monster Perks but a return of the Specialisation-granted stats, but the Purification spell receives +2 dice, and may be attempted by any Magical Girl.
  401.  
  402.  
  403. -------------------------
  404.  
  405.  
  406. Junk Forces - Potentially large enough to requrie its own pad.
  407. https://titanpad.com/ac8Il4w1cI
  408.  
  409. ------------------------------
  410. (pasting some of the statted monsters from http://pastebin.com/bd6KD7j0 )
  411.  
  412. Hollow
  413. Hollows are regular humans who have had there souls removed or destroyed, and survived the process. Hollowfication continues as they devour the souls and bodies of others, usually starting with former friends and family. Hollows are weak when they are first created, but get more powerful the more they devour. Because of their low resistance to magic, other more powerful evil creatures use them as minions and cannon fodder.
  414.  
  415. Stats
  416. VIT: 5
  417. STR: 5
  418. AGI: 5
  419. MAG:0
  420. LCK:0
  421.  
  422. --------------------------------------------------------
  423.  
  424. Black Swordsman
  425. A Black Swordsman is a much more tangible threat to a magical girl. Strong, fast and tough, they close quickly to bring their massive melee weapons to bear. Their appearance changes form swordsman to swordsman, but their faces are never uncovered. Possessing a code of honor, they will spare opponents that fight with courage and will refuse to kill an unarmed person unless attacked first.
  426.  
  427. Stats
  428. VIT: 8
  429. STR: 9
  430. AGI: 7
  431. MAG: 4
  432. LCK:4
  433.  
  434. -------------------------------------------------------------------------
  435.  
  436. Shadow Beast
  437. Attack Power: Moderate
  438. Difficulty to Detect: High
  439. Difficulty to destroy: High
  440. Restrictions: Powerless during the day.
  441. Diet: The Emotion of fear and living beings
  442.  
  443. Living shadows are monsters who live and hunt from the shadows of reality.
  444. Hailing from a universe of darkness these cruel beings from the shadows feed on fear and life and will use their natural unnatural Aura to create panic amongst crowds to ease their hunts.
  445. By day they are powerless against the harsh light of the sun, leaving them only able to move between the shadows of people and things to get around but by nightfall they gain their true strength, gaining a physical form that they turn upon the people they stalked.
  446. A shadow beast's humanoid form can range from a size between 5 to 20 feet tall and almost all uniformly pitch black, only occasionally manifesting eyes, claws, and teeth which they will turn against the magical girl fighting them.
  447. The attacks of a Shadow Beasts are fairly easy to dodge but the real measure of their difficulty is in how hard it is to completely destroy them.
  448. The defeat of their physical body will not always resort in a defeat for them for as long as there is a shadow to cling to then they can always find a means to escape.
  449. The only way to truly defeat a Shadow Being is to trap it in a location without shadow, then and only then can you be sure that it is gone for good.
  450.  
  451. STR 2
  452. AGI 8
  453. VIT 10
  454. MAG 8
  455. LCK 3
  456.  
  457. ---------------------
  458.  
  459. Sleeper
  460. The secret identity of a magical girl is one thing that many an opponent had sought out, countless effort has been spent by various villains and monsters to attempt to discover them, many to no effect.
  461. The creation of sleepers was the result of one such effort and one of the most successful ones.
  462. A sleeper is an artificial human created by a mixture of advanced technology and forbidden magic who is sent to inflitrate a magical girl's social life in order to identity her for her masters.
  463. A sleeper will join a school rumored to be attended by a magical girl as a transfer student and will quickly use her pre-programmed skills to endear herself to most of the student population.
  464. Sleepers are usually unaware of their own nature in order to purposefully keep them authentic and it is only when they learn or are exposed to a magical girl's secret identity that they will Awaken.
  465. An Awakened sleeper's first move is to wire-lessly alert their master to their location and to stand down to await their response, if the response is to engage a Sleeper will quickly enter combat mode, causing their strength and abilities to increase as she put all her efforts into destroying the girl she may have minutes before called friend with no hesitation.
  466. Stat wise Sleepers are extremely well built to tolerate almost all forms of non-magical damage in order to help maintain their disguise but in response are also rather clumsy due to their minds being programmed to believe their bodies to be weaker than they really are, in combat though these limits are removed, granting them a speed and strength fitting to their artificial body, but it is the emotion effect of the disguise that makes them so effective a weapon against the unprepared magical girl.
  467.  
  468. Str: 4 -8 awakened
  469. Agl: 4 -6 awakened
  470. Vit: 10
  471. Mag: 2
  472. Luck: 2
  473.  
  474.  
  475. ---------------------
  476.  
  477. Cereal Killer
  478.  
  479. A wretched insectoid fiend that masquerades as a part of your complete breakfast in the early morning. Its mandibles are quite strong, and it can make rapid leaps in quick succession, though it does need to rest after such a feat of dexterity and agility.
  480. Some breeds have been known to disguise themselves as cereal boxes instead.
  481.  
  482. - Can only use a Dash Attack, but may do so in close range. Can chain up to three dash attacks per action, but must rest for a turn afterward, during which it loses 2 defensive dice.
  483.  
  484. STR: 8
  485. AGI: 14
  486. VIT: 2
  487. MAG: 2
  488. LCK: 1
  489.  
  490. Mimek
  491.  
  492. Strange machines with large flash-enabled cameras, Mimeks are known for debilitating their targets with their cameras before mysteriously copying their abilities. While their bodies are rather well put-together, they are emotionally fragile and insecure. Perhaps that's why they try to copy everything they see.
  493.  
  494.  
  495. Speclialization
  496. -Light
  497. Power:
  498. -Copycat
  499. Perks:
  500. -Snapshots
  501. -Mirror Move
  502. Weakness:
  503. -Psychic
  504. -Empathic
  505.  
  506. STR: 4
  507. AGI: 4
  508. VIT: 12
  509. MAG: 16
  510. LCK: 3
  511.  
  512. Attack Pattern: Stun with some kind of Blind, then copy targets' moves.
  513.  
  514. ---------------------
  515.  
  516. Duskstrider
  517.  
  518. Just like humans live and interact within 3 of 10 possible dimensions, there are creatures that do the same, but on a much grander scale. This strange being lives primarily in the 6th dimension in the same manner that the humans do so with the first three; taking residence in the aether-filled gaps in existence. It is able to visit the worlds in the infinite multiple universes through the ‘gateway’ that exists between day and night.
  519. While it’s true nature and intentions remain a mystery, the little which is known of this monster reveal the horror which are its feeding habits - this fiend preys upon multiple individuals around the world over the span of several days, choosing targets seemingly at random and moving along with the twilight, but the actual source of its sustenance is Probability itself.
  520. The Duskstrider stalks the accursed ones from the edge of light and darkness, slowly feeding upon the multiple possible futures which exist for said person. This seems to lead the target to disaster and grief, causing them to grow weaker as all but the worst possible futures are closed off for them – as a severe streak of terrible luck, when anything that could possibly go wrong does go wrong.
  521. Eventually, their future is narrowed down to a single one, at which time it immediately gets to devouring the present selves of their targets, until there remains none.
  522.  
  523. This creature is as odd in appearance as it is in nature. Its skin is a mesh of light and darkness, its visage being extremely spindly, with an ethereal outline, shrouded in a thin dark mist. It has six long, gaunt limbs that bend in opposite directions, tipped by claws, sprouting from a body difficult to properly perceive. Its head is akin to jawless, eye-socket-less skull, suspended in sharp wiry tendrils that constitute its neck and ever-changing fangs.
  524.  
  525. STR 19
  526. AGI 23
  527. VIT 18
  528. MAG 25
  529. LCK 13
  530.  
  531. Abilities:
  532. Claw and Bite - Attacking with its limbs or lashing at its foes, a Duskstrider can make 2 attacks per round.
  533. The bite attack pierces 3 Soak and deals 2 wounds per success.
  534.  
  535. Stasis Field - Base soak 3.
  536.  
  537. Twilight Leap - The boundary between day and night allows this being to cross over or into the aether between dimensions. As long as there is still a sliver of sunlight shining on its location before the absolute nightfall, it is able to teleport anywhere it wishes.
  538. 1 MP, free action.
  539. By spending 3 MP, it is able to target all enemies Close to it and attempt to teleport them forcefully elsewhere. Treat as a spec attack.
  540.  
  541. Probability Reaver - Each successful attack dealt by a Duskstrider (which inflicts at least 1 wound) drains the target of 1 Fortune Point.
  542.  
  543. Cursed Timestream - If a Duskstrider scores a successful attack on an enemy without any FP left, the target's next roll is treated as if having rolled 2 less successes.
  544.  
  545. Quantum Immortality - Reducing the Duskstrider to 0 HP does not necessarily lead to its demise.
  546. Roll 1d10. If it turns out a success, the creature seems to be destroyed for a moment - only for another iteration of it to instantly materialize at full health. Fortune points may be used to enhance this roll.
  547. It takes a nearly miraculous effort to be able to effectively destroy the creature for once and for all. It possibly involves severing the gateway between day and night, given how it favors flight rather than fight, especially as sunlight fades away.
  548.  
  549. ---------------------
  550.  
  551. Fullmoon Moth (Family)
  552.  
  553. A creature known for the haunting melodies it conjures nightly. Its wings are a lovely luminescent blue, and shed flakes of light as they flap. Adults understands human speech and can even communicate via gesturing. However, they are incredibly protective of their mates and their young - harm them, and the Queen shall never forgive you in her thousand-year lifespan.
  554. For their dedication to their mates and their children, as well as the sweet songs they weave, Fullmoon Moths are seen as a good omen to lovers, both young and old, for their bonds are lifelong. It should be noted that their courtship process is long and involved, and all parties involved are incredibly choosy. Even if bred in captivity, Queens and Drones will not mate with unsatisfactory matches.
  555.  
  556. Fullmoon Moth Larva
  557. These massive larvae resemble silkworms, and are not at all suited to defending themselves. The sheer size difference between them and their much smaller adult forms is baffling - just how much of these infant bodies is fat?
  558. Comparative neural analyses shows that these larvae are extremely adept at learning, picking up the behaviors of their sisters and parents very quickly despite their inability to effectively communicate anything but their absolute needs toward them. It certainly explains how they are able to sing straight from the cocoon.
  559.  
  560. STR: 4
  561. AGI: 2
  562. VIT: 2
  563. MAG: 5
  564. LCK: 2
  565.  
  566. Fullmoon Moth
  567. The average adult moth is either a worker or a nurse to their younger siblings. They are the size of fat housecats, and are about as playful and moody, as many pet owners can attest. If you want one for your household, be advised you will need the Queen's trust and to allow the moth itself to fly home every so often.
  568. While they do not breed, these subservient moths still seek out partners in life to accomplish nearly every duty they are tasked with.
  569.  
  570. STR: 4
  571. AGI: 10
  572. VIT: 5
  573. MAG: 10
  574. LCK: 4
  575.  
  576. Sound, Light specs
  577.  
  578. Fullmoon Moth Drone
  579. Fullmoon Moths are technically sexless - their function in life is dependant upon what the Queen feeds them as larvae. These drones are specially equipped not only as fertilizers for young queens starting new colonies, but also as casters to defend themselves and their mates against predators. After their queen is done nursing, they remain as bodyguards and teachers for the young.
  580.  
  581. STR: 10
  582. AGI: 10
  583. VIT: 8
  584. MAG: 16
  585. LCK: 6
  586.  
  587. Sound, Light specs
  588.  
  589. Paternal(?) Encouragement - Fullmoon Moths gain a bonus die to all actions when in the presence of a Fullmoon Moth Drone
  590.  
  591. Loving Bond (Drone) - Even as much as approaching the Queen or the Larvae without a drone's permission will allow it to strike you twice a turn with two bonus dice, though at the cost of half its defensive dice.
  592.  
  593. Fullmoon Moth Queen - Nursing
  594. While in the process of laying and nurturing her eggs, the Queen is greatly taxed by all her efforts in breeding, and relies upon her drones for protection. Successful queens usually have at least three drones, but truly massive colonies sporting dozens of drones and even multiple queens have been observed.
  595. STR: 6
  596. AGI: 8
  597. VIT: 8
  598. MAG: 10
  599. LCK: 12
  600.  
  601. Sound, Light, Darkness specs
  602.  
  603. Maternal Encouragement - Fullmoon Moths gain a bonus die to all actions when in the presence of a Fullmoon Moth Queen
  604.  
  605. Fullmoon Moth Queen - Matron
  606. Once she is done having children, the Queen is by far the most dangerous thing in the colony - even swarms of angry moths lead by their drones cannot hope to match her power. Hell hath no fury like a mother's wrath.
  607.  
  608. STR: 6
  609. AGI: 12
  610. VIT: 16
  611. MAG: 28
  612. LCK: 12
  613.  
  614. Sound, Light, Darkness specs
  615.  
  616. Maternal Encouragement - Fullmoon Moths gain a bonus die to all actions when in the presence of a Fullmoon Moth Queen
  617.  
  618. Loving Bond (Queen) - Even as much as a threat to a Queen's drones or children will bring her furious wrath upon you, granting her two attacks upon you a turn with two bonus dice, at the cost of half of her defensive dice.
  619.  
  620. Newmoon Moth/Darkmoon Moth
  621. Very rarely, something goes horribly wrong in the rearing of a new Queen - her wings will be stained black, and she will possess sharp, metallic fangs. But worst of all, her song will be truly betwitching, wresting control of the colony's lesser moths from her mother to suit her own needs - usually capitalizing on the parents' unwillingness to harm their other children to escape.
  622. Newmoon Moths are carnivorous creatures, luring in prey with their charming song and devouring them wholesale, if they do not need to be subdued first. As they rapidly expand from the size of housecats, like their sisters, to the size of elephants as their mothers, their audacity in their choice of prey quickly grows to match.
  623. At full size, they are called Darkmoon Moths, and the especially magic-sensitive can "see" a soft red tint in places their songs reach - but by the time they notice this, it is already too late.
  624.  
  625. STR: 16-18
  626. AGI: 12
  627. VIT: 12-18
  628. MAG: 18
  629. LCK: 0
  630.  
  631. Sound, Light, Darkness specs
  632.  
  633. Fallen Knight - Elite
  634.  
  635. -reminder to work on disarm interactions with Fallen
  636.  
  637. The miserable shade of a once noble warrior who was overcome by their failings and took their own life, yet cannot pass on. Fallen knights appear as hulking figures, entirely clad in obscuring black platemail, hunched and burdened by the sheer weight of their own armor. Their weapons are chained to them, unable to lay down their arms even onto death. In one hand they heft great shields bearing blackened and charred heraldry, and with their other they drag massive maces draped with chains. Fallen Knights are commonly morose and lethargetic, however they make mighty foes when openly challenged or when their duties are infringed upon. When roused, they attack with brutal force seeking to either crush their foe or earn release in a last honorable combat.
  638.  
  639. Str 15 - 8 dice
  640. Agi 2 - 1 die
  641. Vit 20 - 10 dice
  642. Mag 0
  643. Lck 0
  644.  
  645. 20 Soak
  646. 40 HP
  647.  
  648. Abilities
  649.  
  650. Weight of Sin - The binding chains of the creature's fell mace shed themselves with every swing, entangling the foe. Successful melee attacks and ties Pin Down the defender. Targets who attempt to parry are automatically Pinned. Deals one damage per success.
  651.  
  652. Crushing Despair - Seeking to punish weakness, attacks made by Fallen Knights against Pinned targets deal 2 dmg per degree of success.
  653.  
  654. Lash Out - In a fit of rage the Fallen Knight flails, attempting to rend foes with its chains. Melee barrage vs all enemy targets in short range, shred, pinning.
  655.  
  656. Shielded by Shame - Using their cursed shields Fallen Knights may passively defend for allies in close range, and have the ability to block incoming ranged attacks using their str characteristic.
  657.  
  658. Endure Suffering - Accustomed to pain, Fallen Knights seem to shrug off most blows and as such gain x2 soak from vit.
  659.  
  660. Lingering Regrets - Utterly unable to let go, the first time a Fallen Knight would be reduced to bellow 1 hp it is reduced to 1 instead.
  661.  
  662. Single Minded Mourner - Consumed by their self loathing and compulsions, Fallen Knights are immune to mental effects.
  663. _____________________________________________________________________________
  664.  
  665. Wretched Knight - Boss
  666.  
  667. The wanton shade of a once noble warrior who has come to embody their failings. Wretched Knights appear as hulking figures, entirely clad in monolithic black platemail that is draped in razored chains, tall and haughty. Their weapons are chained to them, unable to lay down their arms even onto death. In one hand they heft great shields bearing blackened and charred heraldry, and with their other they drag massive maces. The chains enveloping it writhe and twist all around it in a hellish fashion, seeking to lash out at anything and everything around the creature. Wretched Knights are cruel and callous, and make horrific foes when openly challenged or when their duties are infringed upon. When angered, they attack with brutal force seeking to not only crush those before them, but to ensure they suffer like it believes they should.
  668.  
  669. Str 21 - 11 dice
  670. Agi 10 - 5 dice
  671. Vit 30 - dice
  672. Mag 0
  673. Lck 3
  674.  
  675. 60 HP 30 Soak 3 FP
  676.  
  677. Abilities
  678.  
  679. Everlasting Sin - The binding chains of the monster's fell mace lash and writhe, seeking the enemy as if they have a mind of their own. Successful melee attacks and ties Pin Down the defender. Targets who attempt to parry are automatically Pinned. Deals two damage per success. Additionally the Wretched Knight gains +3 dice to maintain pins it inflicts.
  680.  
  681. Brutal Despair - The Wreched Knight suffers not the weak. Attacks made by Wretched Knights against pinned targets gain shred and deal 4 dmg per success.
  682.  
  683. Ravage - The Wretched Knight rakes the battlefield with it's foul chains, savagely rending everything in the vicinity. Melee barrage vs all enemies at up to very long range, shred, pinning, two wounds per success. Targets at very far gain +3 bonus dice to their defense against Ravage. Attempts to parry and defensive ties are automatically pinned.
  684.  
  685. Bulwark of Shame - Using their cursed shields Wretched Knights have the ability to block incoming ranged attacks using their str characteristic. Any foes that tie or are successfully parried by the Wretched Knight in melee become pinned. Any time the Wretched Knight successfully defends it gains a +1 offensive die bonus against the offender until the end of its next turn.
  686.  
  687. Embrace Suffering - Accustomed to pain, Wretched Knights seem to shrug off most blows and as such gain x2 soak from vit and never suffer penalties imposed by lost wound thresholds or pain effects. Lastly Wretched Knights may choose to simply endure any debuff effect used against them, saving with Vit instead.
  688.  
  689. Undying Regrets - Utterly unable to let go, the first time a Fallen Knight would be reduced to bellow 1 hp it is reduced to 1 instead. Additionally whenever it would be reduced to below each wound threshold for the first time it is instead reduced to the start of its next threshold and no more.
  690.  
  691. Single Minded Mourner - Having utterly embraced their compulsions, Wretched Knights are immune to mental effects.
  692.  
  693. -No longer burdened by their sins like their Fallen breathren, Wretched Knights may use standard melee attack types so long as they have not been disarmed.
  694. _____________________________________________________________________________
  695.  
  696. Fallen Archer - Elite
  697.  
  698. The miserable shade of a once noble archer who was overcome by their failings and took their own life, yet cannot pass on. Fallen Archers appear as nimble figures, entirely clad in obscuring black chainmail and robes, standing tall but slightly hunched, their heads hanging in eternal shame. Their weapons are chained to them, unable to lay down their arms even onto death. They heft great longbows, charred and ordained with carvings and small jewels, and carry steel quivers on their backs that hold a limitless supply of rusty, barbed arrows. Fallen Archers are commonly frentic and agitated, and they make mighty foes when openly challenged or when their duties are infringed upon. When roused, they attack with brutal precision seeking to either dispatch their foe or earn release in a last honorable combat.
  699.  
  700. Str 2
  701. Agi 15
  702. Vit 15
  703. Mag 0
  704. Lck 0
  705.  
  706. Abilities
  707.  
  708. Piercing Despair - The barbed arrows of the creature's fell bow tear through the armour of their victims effortlessly. Successful ranged attacks remove 2 points of soak per success on top of their usual damage. This does not affect enemies immune to Shred.
  709.  
  710. Inescapable Despair - In a passing moment of tranquility the Fallen Archer takes aim for the perfect shot, attempting to slay the foe with a single arrow. Ranged Killing Blow vs a single target at up to Far range. Pinning, if they survive.
  711.  
  712. Fear-Fueled Flight - In their element avoiding their problems rather than facing them head on, Fallen Archers suffer no penalty to attacks made after disengaging and may take move actions after attacking if they did not have to disengage that turn.
  713.  
  714. Lingering Regrets - Utterly unable to let go, the first time a Fallen Archer would be reduced to bellow 1 hp it is reduced to 1 instead.
  715.  
  716. Single Minded Mourner - Consumed by their self loathing and compulsions, Fallen Archers are immune to mental effects.
  717.  
  718. -May used ranged ammo types
  719. _____________________________________________________________________________
  720.  
  721. Fallen Magi - Elite
  722.  
  723. The miserable shade of a once noble mage who was overcome by their failings and took their own life, yet cannot pass on. Fallen Magi appear as slight, depressive individuals draped in black robes, hemmed in tarnished gold. They peer from obscuring, dark hoods with observant ebon eyes and bear ashen heartwood staves, crumbling with age. Fallen Magi are commonly dutiful and composed, but make mighty foes when disturbed or openly challenged. When roused they attack with menacing wiles, seeking to either overwhelm their foe or earn release in a last honorable combat.
  724.  
  725. Str 2
  726. Agi 10
  727. Vit 9
  728. Mag 16
  729. Lck 0
  730.  
  731. Abilities
  732.  
  733. Fallen Spec - https://titanpad.com/Txnz8Ei5S8
  734. Roll 1d4 to determine either darkness, fire, metal, or stone as a second spec.
  735.  
  736. Ceaseless Sorrow - Fallen Magi draw strength from their suffering and endevor to learn from their terrible mistakes. At the start of each of its turns, the Fallen Magi restores 3 MP and is not required to spend fate points as part of spell costs.
  737.  
  738. Astute Combatant - As learned individuals, Fallen Magi possess great analytical abilities. In battle they put their talent to use adapting to their opponent's fighting style and exploiting any weakness they may discover. At the end of each round, the Fallen Magi may study one foe, gaining a cumulative +1 dice bonus to all rolls involving them for the duration of the encounter as long as they remain the Magi's studied target.
  739.  
  740. Lingering Regrets - Utterly unable to let go, the first time a Fallen Magi would be reduced to bellow 1 hp it is reduced to 1 instead.
  741.  
  742. Single Minded Mourner - Consumed by their self loathing and compulsions, Fallen Magi are immune to mental effects.
  743. _____________________________________________________________________________
  744.  
  745. Broken Spirit - Minions
  746.  
  747. Damned and wretched souls that wallow in their misery, lashing out at those around them. They appear as gaunt and twisted humans formed from wispy fog. They wander directionlessly, drawn to places of great sadness, their ethereal forms flitting about wherever they manifest. While mostly harmless, their ireful mourning saps the wills of those they encounter.
  748.  
  749. Str 0
  750. Agi 5
  751. Vit 3
  752. Mag 10
  753. Lck 0
  754.  
  755. Abilities
  756.  
  757. Terrible Accusation - The Broken Spirit wispers malicious, damning falsehoods to a victim at up to medium range. Mystic attack, no damage, inflicts a dice penalty up to degrees of success on the victim's next action.
  758. ^Basically useless beyond lucky rolls or when a target is already worn down, maybe they should use aid to team up before they use this.
  759.  
  760. Doomsaying - The Broken Spirit protests and wails about the cruelty of fate, all that can hear at up to medium range must take an opposed mag test or become momentarily paralyzed by doubt, losing initiative equal to their failure. (Mental Effect)
  761. ^Working as intended, great early on but useless later in the fight.
  762.  
  763. Single Minded Mourner - Consumed by their self loathing and compulsions, Broken Spirits are immune to mental effects.
  764. _____________________________________________________________________________
  765.  
  766. False Prophet - Boss Elite
  767.  
  768. The haughty shade of a once noble leader, killed by its followers, now twisted and consumed by its own lies and unwilling to move on. False Prophets appear composed and self assured, draped in dingy grey robes well worn and moth eaten with age. They carry no weapons, instead sure of their own magic and the dedication of their followers. False Prophets are worryingly charming and charismatic, and as such are never found by themselves. In combat they take a supporting role, to both see the worth of those bound to them and to avoid release from this mortal coil.
  769.  
  770. Str 1
  771. Agi 10
  772. Vit 7
  773. Mag 20
  774. Lck 3
  775.  
  776. Specialization - Majesty, Fallen
  777.  
  778. Abilities
  779.  
  780. Foul Guidance - The False Prophet attends to its flock. The Prophet may use the aid action once a round as a free action, or twice as a full action. When it does so it may aid its allies at up to medium range and gives a +4 bonus rather than the usual +2.
  781.  
  782. Tithe - The creature's oppressive aura stagnates magical energies, imposing +1 to the cost of magic and fortune boosting.
  783.  
  784. Martyrdom - The False Prophet rallies an ally, convincing it to face oblivion, earning itself glory and final rest. One ally with only one wound threshold remaining is restored to full HP, Soak, and cured of all ongoing status effects. At the end of the next round the affected ally dies automatically as it is overcome by its wounds.
  785.  
  786. Spiteful Admonition - When assailed, the False Prophet retaliates by striking back at the soul of its attacker. Whenever the an attack against a False Prophet fails, it reduces the attacker's available mana by an amount equal to the degrees of failure. This effect triggers even if an ally defended in the Prophet's stead. Should the attacker run out of mana, this ability instead causes temporary mag damage equal to degrees of failure.
  787.  
  788. Lingering Pride - Utterly unable to let go, the first time a False Prophet would be reduced to bellow 1 hp it is reduced to 1 instead and acts at no penality, regardless of wound threshold or effects placed on it.
  789.  
  790. Single Minded Narcissist - Consumed by compulsive self adulation, False Prophets are immune to mental effects.
  791. _____________________________________________________________________________
  792.  
  793. Empty Vessel - Elite
  794.  
  795. Curious creatures, Empty Vessels are the base form of a type of elemental embodying jealousy, ambition, and desire. They appear as blurry figures with no standard form, nor can anyone who has ever seen one quite remember their features. They have a curious tendency to mimic their surroundings, continually changing by spontaneously adapting what is used against them for their own purposes. They are rarely seen, as most seem to have been sealed away long ago. Or perhaps some walk among us, having filled themselves entirely with someone they've killed?
  796.  
  797. Str 3
  798. Agi 3
  799. Vit 3
  800. Mag 3
  801. Lck 3
  802.  
  803. Abilities
  804.  
  805. Adopt Form - The Empty Vessel shifts its mass to copy the rough shape of an enemy, gaining the target's vitality score. If it has already copied a vitality score, it may instead overwrite it or choose to copy any other statistic.
  806.  
  807. Rapid Reflection - Empty Vessels are purely products of their enviroment, and always appear as a reflection of something or another. If an Empty Vessel should ever be encountered with its baseline statistics, it must immediately use Adopt Form as a free action outside of the standard turn order to reflect it seeming to have that shape to begin with.
  808.  
  809. Absorption - Whenever the Empty Vessel is hit or affected by a spell or attack, it shifts its form to match, considering the successful offender to clearly be superior in form and function. When triggered, Absorption copies the attacker's relevant statistics and weapons (this includes any relevant modifiers, or secondary characteristics involved) and applies them to the Empty Vessel based on the number of dice used. Should the Empty Vessel ever be hit or affected by a specialization spell or ability it also gains that specialization. Absorption triggers overwrite previously learned specializations, weapons, and statistics. Should an Empty Vessel have already consumed the essence of another with Fill the Void it may choose if it wishes to trigger absorption and overwrite its gained specialization, weapon, or stats.
  810.  
  811. Masterful Copycat - Perfect mimics, Empty Vessels are considered to have the Copycat power, but may change their copied power every round.
  812.  
  813. Amorphous Horror - Empty Vessels lack real vitals and their shifting forms make every effort to contain incoming damage so that they may continue functioning. Thus, Empty Vessels may never lose more than one wound threshold in a single attack.
  814.  
  815. Fill the Void - Empty Vessels may throw themselves upon dead or knocked out foes, attempting to consume their target's essence. In the case of still living, downed targets, this triggers an opposed vitality test. Should the Empty Vessel succeed the victim is removed from play and the Empty Vessel becomes a perfect copy of them, gaining all their statistics, powers, weapons, costumes, perks, and specializations.
  816.  
  817. Introduction
  818. Ready to run something and need a monster? Want to make one of your own, so you're looking for some frame of reference? This bestiary was written to hopefully answer both needs, although its success depends on you! This pad is open to contributions. If GMs contribute monster stats and outcomes we can come to a better collective understanding of PvE balance in AMGC.
  819.  
  820. Contributing to this pad is simple. Copy the monster template, then paste it in the appropriate section for how tough you think your monster is. You'll notice there's a section for Normal Monsters, Strong Monsters, Boss Monsters, and Raid Boss Monsters. Each monster gets placed in a category according to its Challenge Assessment, which is a number to represent its strength relative to the Theoretical PC Mahou. Once your template is in the right spot, edit in your stuff and add any relevant notes. If you want, you can enter some stats into the Balance Simulator to help you refine your expectations.
  821.  
  822. The Theoretical PC Mahou
  823. This is a baseline mahou (possibly melee, to keep things simple) with 15 in her main stat and 8 in every other stat. She has no perks or powers of note. She is meant to represent a low-optimization character whose power and specialization aren't particularly suited to whatever situation she's in. Many PCs are much stronger through stats, special effects, spells, and tactics, so keep that in mind.
  824.  
  825. Balance Simulator
  826. You can use this to get an idea of your monster's brute strength against a vanilla mahou:
  827. https://drive.google.com/open?id=1jpG6KQxS-tlKLoYIixGfjXmDatL7KZBWkFDd6fVduUM
  828.  
  829. Proposal: Include aggression and intelligence scales as detailed below. I use 'em in my own word doc of critters, and find them helpful for estimating the behavior of monsters in unexpected situations.
  830.  
  831. Intelligence is an estimation of the creature's ability to plan ahead, create traps, and in some cases even speak. The 1-10 scale is detailed below.
  832.  
  833. 1-2: No notable intelligence. (Mundane fish)
  834. 3-4: Capable of being trained. (Dogs, horses)
  835. 5-6: Capable of doing some advance planning when hunting. (Mundane jungle cats)
  836. 7-8: Capable of setting traps for foes, capable of adapting these traps, unlikely to take bait.
  837. 9-10: Almost as intelligent as a human being. In some cases, capable of speech.
  838.  
  839. Aggressiveness is an estimate of the creature's likelihood to attack a magical girl. The 1-10 scale is detailed below.
  840. 1-2: Unlikely to fight even when cornered.
  841. 3-4: Will fight when cornered.
  842. 5-6: Will actively hunt prey.
  843. 7-8: Will pick unnecessary fights for minor reasons (territory, breeding rights, etc.)
  844. 9-10: Will fight anything it sees; will not stop when wounded. The majority of corrupted creatures fall here.
  845.  
  846. ################
  847. Monster Template
  848. ################
  849.  
  850. Name...
  851.  
  852. Initiative: # dice
  853.  
  854. Soak: #
  855. HP: #
  856. [Special: Include relevant special rules]
  857.  
  858. Attacks:
  859. [Attack 1] - # dice, # Pierce, # W/S, Other effects
  860. [Attack 2] - # dice, # Pierce, # W/S, Other effects
  861. [Attack 3] - # dice, # Pierce, # W/S, Other effects
  862. [Special: Include relevant special rules]
  863.  
  864. Defenses:
  865. [vs Melee] - # dice
  866. [vs Ranged] - # dice
  867. [vs Magic] - # dice
  868. [Special: Include relevant special rules]
  869.  
  870. Challenge Assesment: Strength compared to theoretical PC mahou, expressed as the ratio of monsters to Mahou needed for the Mahou to have a tough fight, but still win. Perhaps qualified by giving an advantage to certain sorts of Mahou.
  871.  
  872. Notes and Fluff: (stuff)
  873.  
  874. ######################
  875. Normal Monsters (CA 0-1)
  876. ######################
  877.  
  878. Gibberlings
  879.  
  880. Initiative: 2 dice
  881.  
  882. Soak: 0
  883. HP: 25
  884. Special: Does not suffer wound penalties because I'm lazy.
  885.  
  886. Attacks:
  887. Bite/Claws - 8 dice Trip
  888. Wicked Blade - 8 dice Cutting
  889. Foul Vomit - 8 dice Magical Attack, Effect: 2 wounds/success ignoring soak
  890.  
  891. Defenses:
  892. Parry - 5 dice
  893. Tough It Out - 6 dice
  894. Sunder - 4 dice
  895.  
  896. Challenge Assesment: .33 Theoretical Mahou
  897.  
  898. Notes and Fluff: Brutish monsters with a taste for human flesh. Often found in medieval sections of the Overcity. Tested against Kaylee and Batka, the fight was quite easy.
  899. http://pariedolia.weebly.com/uploads/4/3/6/1/43615323/4641029_orig.jpg
  900. https://titanpad.com/Xa51yQCOBQ
  901.  
  902.  
  903. -----------------------------------------
  904.  
  905. Bark Spider
  906.  
  907. Initiative: 5 dice
  908.  
  909. Soak: 4
  910. HP: 16
  911. Special: All Fire damage ignores their soak.
  912.  
  913. Attacks:
  914. [Acid Spit] - 7 dice, 2 Pierce, 1 W/S
  915. [Web Shot] - 7 dice, 0 Pierce, 1 W/S, Pins Down the target
  916. [Special Ability: Detonation]
  917. Bark spiders, when killed with fire damage, or when their corpses are lit on fire, explode on the next turn of whatever killed them, or if another bark spider explodes near them. This can cause chain reactions. This is rolled as a magic attack for them, with 7 dice. When multiple spiders explode, that dice number increases multiplicatively (2x7 for two spiders, 3x7 for three, etc.), and the explosion deals 3 W/S with no pierce.
  918.  
  919. Defenses:
  920. [vs Melee] - 5 dice
  921. [vs Ranged] - 6 dice
  922. [vs Magic] - 6 dice
  923. [Special: Fire damage ignores their soak.]
  924.  
  925. Challenge Assesment: .25 [Both easier and harder with fire mahou due to the risk of kaboom.]
  926.  
  927. Intelligence: 7 (Traps are set, ambushes are improvised)
  928. Aggression: 7 (Extremely territorial and will not stop attacking a foe that enters)
  929.  
  930. Notes and Fluff: Knot spiders are named for their limbs, which look like knotted branches of an oak tree. They lurk in enclosed regions of the overcity, where they bait traps using bits of scrap food or shiny baubles they obtain. If one is unfortunate enough to come across a large nest of them, they will attack in waves until the intruder on their territory is either gone or dead.
  931. [Tested with Batka and Aiko (A fire mahou), they were quite easy to defeat with a pair. Send in large numbers.]
  932.  
  933. -----------------------------------------
  934.  
  935. #####################
  936. Strong Monsters (CA ~1)
  937. #####################
  938.  
  939.  
  940.  
  941.  
  942. ####################
  943. Boss Monsters (CA 2-4)
  944. ####################
  945.  
  946.  
  947.  
  948.  
  949. ########################
  950. Raid Boss Monsters (CA 5+)
  951. ########################
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