Monster Guide

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Size Classes

Size Height Weight Bonus
Tiny <0.5 yard tall 0-8 lb -2 Speed, -2 Health, +2 Dodge
Small 0.5-1.5 yard tall 8-60 lb -1 Speed, -1 Health, +1 Dodge
Medium 1.5-2.5 yards tall 60-500 lb Standard
Large 2.5-3.5 yards tall 500 lb - 2 ton +1 Speed, +1 Health, -1 Dodge, +1 Reach
Huge 3.5-6 yards tall 2-16 tons +2 Speed, +2 Health, -2 Dodge, +2 Reach
Giant 6-8 yards 16-80 tons +3 Speed, +3 Health, -3 Dodge, +3 Reach
Enormous 9-11 yards 80-100 tons +4 Speed, +4 Health, -4 Dodge, +4 Reach
Gargantuan 11-13 yards 100-125 tons +5 Speed, +5 Health, -5 Dodge, +5 Reach
Colossal 14+ yards 125+ tons +6 Speed, +6 Health, -6 Dodge, +6 Reach

Trait Points

To build a monster use the following chart and the monster template to construct a Rank appropriate creature by spending Trait Points on various monster characteristics. Different templates will have bonuses and different numbers of Trait Points to spend at each rank. Trait Points may be spent across available traits with no trait exceeding the maximum for that trait. Core Traits must have at least 1 point minimum, and may not exceed the maximum defined by the template.

Attribute 1 Trait Point Trait Limits Minimum Starts At
Health +1 Health Core Trait Maximum 1 0
Vigor +2 Vigor Rank Maximum 0 0
Physical Defense +1 Dodge OR +1 Armor. Rank x 2 Maximum 0 0
Magical Defense +1 Magical Defense Rank Maximum 0 0
Damage Reduction +1 Physical Damage Reduction OR +1 Magical Damage Reduction Rank Maximum 0 0
Resistance +1 Resistance (applies to Magic, Poison, AND Disease) Rank x 2 Maximum 7 7
Attack +1 Attack Core Trait Maximum 1 0
Speed +2 Speed No Maximum 0 0
Initiative +1 Initiative Rank Maximum 0 0

Powers

Powers unless otherwise specified are 7d10 base + (Rank of the Power Slot + Outsider Rank)/2. Improved versions grant +2 to the roll and must be higher rank than the granted power.

Rank Powers
1 Flight, Detect Magic, Protect, Dispel Magic, Darkness, Light, Unnerving Gaze, Armor Piercing
2 Magic Armor (Slot bonus points spent towards magic def/magic dr), Weapon, Natural Armor (Slot bonus points spent towards armor/dr), Stench Cloud, Flurry, Backstab, Change Self, Regeneration, Web
3 Gas Form, Invisibility, Whirlwind, Ward, Fireball (rank x 3 dice)
4 Chaos Hammer (rank x 3 dice), Blade Barrier (rank x 3 dice)
5 Word of Command: Stun, Firestorm (rank x 3 dice)

Templates

Outsider Template

Outsiders are assigned stats using the Outsider Hierarchy chart as a basis. Outsiders additionally gain a power slot for each Rank. A higher Rank slot can take a lower rank power, sometimes with increased effect. An Outsider may also take a power slot as Improved Stats which grants 2 x that Rank in bonus points and increases the Core Trait Maximum by that Rank. Outsiders have a base Magic Resistance of 7.

Outsider Statistics

Rank Class Trait Points Core Trait Maximum
1 Servant 20 7
2 Soldier 26 9
3 Knight 33 12
4 Baron 41 16
5 Lord 52 21
6 Duke* 87 27

(*)Rank 6s are Ascendants and may not take Improved Stats, instead they gain +12 Trait points, +6 Core Trait Maximum, and a +3 bonus to Physical Defense, Magical Defense, Magical Resistance.

Spirit Template

Spirits have a base resistance of 7 and a varying base speed depending on type. The average spirit bound to a Shaman does not have any special spells or powers to cast when manifested, however each spirit template does have some inherent bonuses.

Spirit Statistics

Rank Class Trait Points Core Trait Maximum
1 Small 16 6
2 Medium 23 8
3 Large 33 10
4 Huge 42 12
5 Greater 56 17
6 Elder* 77 26

(*)Rank 6s are Ascendants and may not take Improved Stats, instead they gain +12 Trait points, +6 Core Trait Maximum, and a +3 bonus to Physical Defense, Magical Defense, Magical Resistance.

Revenant Template

Revenant Statistics

Rank Class Trait Points Core Trait Maximum
1 Zombie 9 4
2 Skeleton 12 6
3 Ghoul 18 8
4 Ghast 24 10
5 Wight 30 12