Post by Ellis Strata on Oct 29, 2016 19:20:34 GMT -5
Ahhh, (not so) real Monsters!!!!
The first thing to note is that the monsters in the tower are not real. It's obvious that they are glamoured constructs designed and magically created to mimic the beasts and monsters that roam Arith and the planes, as well as other places unseen. Any flaw/quirk that would prevent a person from attacking them, can be disregarded without penalty.
Some flaws that can be disregarded;
Allergies
Chivalrous Courtesy
Code of Honor
Flirt
Love of Nature
Phobia
Technophilia (The entire tower is a marvel, you'd never move)
However, since they fight and react exactly as their appearances show, things more effective against those things will work. A tiger is programmed to fight like a tiger, and having it as a favored enemy will work as it would if it were a normal tiger. They are also considered magical constructs, so anything more effective against those would also work.
Monsters also get harder to fight during each section of the tower (cordoned off by 20's). A beetle encountered at floor 1 is going to be weaker than a beetle encountered at floor 21. Even if they are the same gemstone rank. How? Well simple additions of skills, bonuses, and extra HP.
Example, both beetles might be 2d70, but the stronger one will have a strike/damage bonus and 5 more hp that the weaker one does not. Extra HP is usually added via Endurance and Willpower traits more so than skills like Diehard. But it's up to the tower runner to decide.
Template
Floors 1-19 Monster Templates
- You still need to figure out traits quickly for each bad guy. Remember 5 trait points for every gemstone up until Obsidian. So 5 @ Crystal, 15 @ Amber, 30 @ Ruby and 31 for Obsidian.
- Primary Stat covers strike and damage.
- Defense is always mundane and magical. Adding DR is optional (rec. for higher levels)
- Remember to quick stat for each level. Below are bonuses for adding Iron Will, Alert & Push to the Limit to make things harder on your players.
- Floor 20 is the boss but at Floor 21 all monsters should be more difficult than what's listed below and there shouldn't be Crystal level mobs.
- Quick rule of thumb: The higher the floor - the more skills a mob is likely to have but feel free to challenge your players(within your allowed range). Give 1-2 and a half evade for the first 19 floors to keep things moving but once we get higher than you can start adding counters, reflects, etc.
Crystal
- Combat Dice: 2d32
- Primary Stat: +3
- Weapon Roll: 2d3
- Hit Points: 16
- Trait Bonuses: End [0] / Wlp [1] / Per [0]
- Defense: 5
Topaz
- Combat Dice: 2d40
- Primary Stat: +6
- Weapon Roll: 2d4
- Hit Points: 20
- Trait Bonuses: End [0] / Wlp [1] / Per [2]
- Defense: 5
Amber
- Combat Dice: 2d50
- Primary Stat: +9
- Weapon Roll: 2d5
- Hit Points: 25
- Trait Bonuses: End [0] / Wlp [2] / Per [3]
- Defense: 10
Sapphire
- Combat Dice: 2d60
- Primary Stat: +11
- Weapon Roll: 2d6
- Hit Points: 30
- Trait Bonuses: End [0] / Wlp [2] / Per [4]
- Defense: 10
Emerald
- Combat Dice: 2d70
- Primary Stat: +13
- Weapon Roll: 2d7
- Hit Points: 35
- Trait Bonuses: End [5] / Wlp [3] / Per [5]
- Defense: 15
Ruby
- Combat Dice: 2d80
- Primary Stat: +14
- Weapon Roll: 2d8
- Hit Points: 40
- Trait Bonuses: End [5] / Wlp [4] / Per [5]
- Defense: 15
Obsidian
- Combat Dice: 2d91
- Primary Stat: +15
- Weapon Roll: 2d10
- Hit Points: 45
- Trait Bonuses: End [5] / Wlp [4] / Per [5]
- Defense: 20
The first thing to note is that the monsters in the tower are not real. It's obvious that they are glamoured constructs designed and magically created to mimic the beasts and monsters that roam Arith and the planes, as well as other places unseen. Any flaw/quirk that would prevent a person from attacking them, can be disregarded without penalty.
Some flaws that can be disregarded;
Allergies
Chivalrous Courtesy
Code of Honor
Flirt
Love of Nature
Phobia
Technophilia (The entire tower is a marvel, you'd never move)
However, since they fight and react exactly as their appearances show, things more effective against those things will work. A tiger is programmed to fight like a tiger, and having it as a favored enemy will work as it would if it were a normal tiger. They are also considered magical constructs, so anything more effective against those would also work.
Monsters also get harder to fight during each section of the tower (cordoned off by 20's). A beetle encountered at floor 1 is going to be weaker than a beetle encountered at floor 21. Even if they are the same gemstone rank. How? Well simple additions of skills, bonuses, and extra HP.
Example, both beetles might be 2d70, but the stronger one will have a strike/damage bonus and 5 more hp that the weaker one does not. Extra HP is usually added via Endurance and Willpower traits more so than skills like Diehard. But it's up to the tower runner to decide.
Template
Floors 1-19 Monster Templates
- You still need to figure out traits quickly for each bad guy. Remember 5 trait points for every gemstone up until Obsidian. So 5 @ Crystal, 15 @ Amber, 30 @ Ruby and 31 for Obsidian.
- Primary Stat covers strike and damage.
- Defense is always mundane and magical. Adding DR is optional (rec. for higher levels)
- Remember to quick stat for each level. Below are bonuses for adding Iron Will, Alert & Push to the Limit to make things harder on your players.
- Floor 20 is the boss but at Floor 21 all monsters should be more difficult than what's listed below and there shouldn't be Crystal level mobs.
- Quick rule of thumb: The higher the floor - the more skills a mob is likely to have but feel free to challenge your players(within your allowed range). Give 1-2 and a half evade for the first 19 floors to keep things moving but once we get higher than you can start adding counters, reflects, etc.
Crystal
- Combat Dice: 2d32
- Primary Stat: +3
- Weapon Roll: 2d3
- Hit Points: 16
- Trait Bonuses: End [0] / Wlp [1] / Per [0]
- Defense: 5
Topaz
- Combat Dice: 2d40
- Primary Stat: +6
- Weapon Roll: 2d4
- Hit Points: 20
- Trait Bonuses: End [0] / Wlp [1] / Per [2]
- Defense: 5
Amber
- Combat Dice: 2d50
- Primary Stat: +9
- Weapon Roll: 2d5
- Hit Points: 25
- Trait Bonuses: End [0] / Wlp [2] / Per [3]
- Defense: 10
Sapphire
- Combat Dice: 2d60
- Primary Stat: +11
- Weapon Roll: 2d6
- Hit Points: 30
- Trait Bonuses: End [0] / Wlp [2] / Per [4]
- Defense: 10
Emerald
- Combat Dice: 2d70
- Primary Stat: +13
- Weapon Roll: 2d7
- Hit Points: 35
- Trait Bonuses: End [5] / Wlp [3] / Per [5]
- Defense: 15
Ruby
- Combat Dice: 2d80
- Primary Stat: +14
- Weapon Roll: 2d8
- Hit Points: 40
- Trait Bonuses: End [5] / Wlp [4] / Per [5]
- Defense: 15
Obsidian
- Combat Dice: 2d91
- Primary Stat: +15
- Weapon Roll: 2d10
- Hit Points: 45
- Trait Bonuses: End [5] / Wlp [4] / Per [5]
- Defense: 20