Creature Types

GM Rule: While these rules supply the guidelines for principal creature creation, GMS should feel free to break any of the molds given to fit their idea. This just outlines the general builds available.

Gear Principal humanoids and others who use weapons and armor begin with 1 suit of armor, and 1 or 2 unmodified weapons.

Characteristics Characteristics are traits that all members of this type have. These can be adjusted as needed, though generally that should be done through perks.

Basics These are the base starting values. Feel free to adjust these for your unique creature types. Generally, when yoy increase one attribute you should decrease another. You can also purchase basics advances through perks.
Size: The base sizes allowed for this creature type without spending perk points for size upgrades. Size adjusts several factors such as damage, threshold and reach.
BP & Movement Starting base Pace and movements. You can purchase more through perks.
HP/PP/Armor/Vigor/Willpower/Grit Base starting values for these derived statistics. You can purchase upgrades through perks for these values.
Senses: Bonus starting senses for this creature type.
Attacks The types of attacks the creature can starts with. Most start with a single attack and can purchase more from there.
Starting Size The starting Sizes allowed for this creature type. You may purchase increases or decreases in size through perks.

Principals get to choose a starting creature type (or they can use a humanoid type and build their attributes.). This determines what attributes and attacks they begin with. They then get 1 schtick point per level. Generally you want to spend these points on monster schticks, but you can also purchase normal perks instead as outlined below. They can also be built with a combination using the perk Schtick to pick up a few perks while mostly going with schticks. In general principals should be built with schticks, and bosses can stick to perks. You should usually not combine perks and schticks that raise the same thing. For instance, taking Bluffmaster perks and the skilled Schtick to raise bluff. Of course, your the GM so break the rules where appropriate.

Principal Tier Schtick Points Perks Boss Perk Points
1 12 4 5
1+ 18 5 10
2 24 7 15
2+ 30 8 20
3 36 9 25
3+ 42 10 30
4 48 12 35
4+ 54 13 40
5 60 15 45
5+ 66 16 50
6 72 18 55
6+ 78 20 60

Bosses

Bosses are built with perks instead of schticks. They gain a number of perk points equal to their level. They may trade in perk points for 2 Schtick points. Their tier is determined the same way as a PCS would be. A quick breakdown is provided for fast and dirty creation.

Principals

Creature Type B A S I C S BP & Movement HP PP Armor Vigor Willpower Grit Attack Type Senses Starting Sizes Notes
Aberration 8 5 5 3 2 6 3 14 20 5 (1) 5 3 (+1) 7 1 of any Darkvision Small-Medium Aberration Type
Animal 5 5 5 1 3 5 3+1 or bonus form of movement 11 13 3 (1) 5 2 5 1 Natural Attack 1 bonus sense tiny-medium
Construct 8 4 6 1 1 4 2 14 16 6 (2) (+1) 6 1 6 (+2) Slam Small-Medium Construct Traits
Dragon 8 6 8 8 6 8 3 & fly 14 30 6 (2) (+1) 7 7 7 (+2) Claw, Bite, Tail Slap, Breathe Weapon (trappings) Low Light Vision Medium Dragon Traits
Fire/Acid Elemental 4 8 4 3 3 6 4 + Climb 10 16 3 (1) 6 3 6 (+1) Slam + Fatigue (2) Blind Sight Small Elemental Subtype
Air/Electricity Elemental 3 8 3 5 5 4 3 + Fly 9 19 3 (2) (+1) 5 6 (+1) 3 Slam + (Air)Push (2) or (Electricity) Stagger (2) Scent Small Elemental Subtype
Earth/Magma Elemental 10 3 8 3 1 3 2 + Burrow 16 18 7 (1) (+1) 6 (+1) 2 6 Slam + knockdown (2) Tremorsense Small Elemental Subtype
Water/Cold Elemental 5 4 4 5 5 5 3 + swim 11 21 4 (2) (+1) 4 6 (+1) 5 Slam + Push (2) Darkvision Small Elemental Subtype
Fey 4 5 2 5 5 5 2 10 20 2 3 5 4 1 Natural attack, weapon or power attack Low Light vision tiny or small Fey type
Giant 7 3 7 3 3 3 3 13 19 6 (3) 7 (+2) 3 6 (+1) Slam or Weapon, Rock Throwing Large Giant Traits, Armor, comes with an appropriate weapon.
Enhanced Beast 6 6 6 3 4 5 4 12 20 4 (1) 6 3 5 Any Medium Enhanced Beast Traits
Monstrous Humanoid 5 5 5 5 5 5 3 11 21 5 (3) 5 5 5 By Weapon or a natural attack Small-Medium Hide Armor, cones with an appropriate weapon
Outsider 8 6 6 7 7 7 3 14 28 5 (1) 6 8 (+1) 8 (+1) 1 from any Darkvision Medium Outsider Traits
Plant 10 4 7 1 1 1 none 16 18 6 5 1 5 1 Natural attack Blindsight Any Plant Traits
Mindless Undead 7 5 6 1 1 2 3 13 15 3 (1) 5 1 4 1 Natural attack or by weapon darkvision Medium Mindless Traits, Undead Traits
Undead 6 6 6 6 6 6 3 12 24 3 (1) 6 6 6 1 of any darkvision medium Undead Traits
Vermin 6 6 3 1 1 4 3 12 14 3 (1) 4 1 5 1 Natural attack tiny vermin traits

Creature Types

BASICS System underableedingsun