BASICS System
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 |