| Garb: |
A person playing a monster should look as much like it as
possible. The reeve can always disallow someone playing a monster if they
feel this criteria is not meet. Summoned monsters should be given slightly
more latitude, but they must have the minimum garb requirements and act in
character. |
| Summonable Monsters: |
These monsters can be brought into the game by player magics.
When a player is playing a summoned monster, their player persona is
considered out of the game, and is not used. If the monster has levels,
they may play the monster at their class level (of the class they
sacrificed lives from to play the monster) or their monster level,
whichever is LOWER. For example a player is a 2nd level wizard who is
being Transformed into a pegasus. The player playing the wizard also is a
4th level monster. When summoned, he plays his pegasus as a 2nd level
pegasus. If he were a 4th level or higher wizard, he could have played the
pegasus as at 4th level (his monster level). Note: Summoned monsters die
if they enter an Anti-Magic zone. If a monster is summonable, they will
list the following: |
| Summonable by: |
This will list the class and magic needed to bring them into
the game. |
| Player lives/life: |
This is the number of lives a player has to give up to play
this monster for one life. The player cannot gain more then one life as a
monster (except for the goblin, as listed in the goblin�s description)
per magic cast on them. Players cannot give up lives they do not have.
Monsters who are killed cannot be reanimated. If Resurrected, or given a
life by a monk, they return as their normal class, not as the monster. |
| Q/M Ratio: |
This is a general indicator of how powerful the monster is.
It defines how many player characters of the same level as the monster
should be required to kill the monster. When designing Quests, one uses
this number to balance the sides. This assumes you use the 10 to 1 rules
for magic casters & 5 to 1 rules for archers. |
| Shields: |
Due to the very infrequent use of shields, monster denotes
if they can use them in their armor descriptions. |
| Natural Lives: |
While summoned monsters usually only have one or two
lives, monsters used in Quests use the Natural number of lives listed for
the monster. If extra NATURAL lives are gained through leveling, summoned
monsters ARE NOT given an extra life. |
| Type: |
There are a number of monster types, each with special
information regarding it. Some monsters are more then one type of
creature. |
|
Animations: |
These creatures are immune to control, subdual, and death magic as well
as poison. If a Dispel Magic is cast on them, they act as if under the
effects of an Iceball. If place in an Anti-Magic field, they act as under
a Petrify spell until the field is removed or they are removed from the
field in which case they act as if just healed from the Petrify. These
cannot carry enchantments. |
|
Beast: |
These are non-humanoid creatures, most often with more then two legs. |
|
Extra-Planar: |
These creatures are not from our world but another. They include angelic
creatures, demons, and elementals. Extra-Planar creatures are immune to
Death magic and poison. These cannot carry enchantments save for the one
used to summon them. |
|
Fey: |
These are fairy folk. They are not immune to Bardic Charm (Control magic
cast by bard), but are immune to other forms of Control magic. |
|
Humanoid: |
These creatures have 2 legs and walk upright. Only humanoids can use
normal weapons and shields, creatures without this designation can only
use their natural weapons. |
|
Mystical: |
Mystical Creatures hit with a Dispel Magic lose all their magic-like
abilities and innate abilities for that life. They may not use their
magical or innate abilities while in an Anti-Magic zone. |
|
Multi-Person: |
These are monsters played by multiple people. They have a number of
special rules, detailed individually for each one. They are ALWAYS Quest
monsters. |
|
Undead: |
These are immune to Control and Death magic as well as poison. These
cannot carry enchantments save for the one used to summon them. |
| Traits: |
Traits are attributes that function all of the time without
activation being required. This includes things like extra lives,
immunities, the ability to regenerate, etc |
| Magic-caster: |
Monsters with magic ability will list what class magics they
get, what level they get them at, and how many points they get. Natural
weapons never count against magic points. |
| Innate Abilities: |
These are abilities the monster has that have a limited
number of uses. In many cases they act just like magics. These require the
person to stand still as per casting a magic unless noted otherwise. If a
School is listed, a magic that protects from that School, protects from
the abilities. Otherwise only invulnerability will protect from the
ability (though some have immunity to poison and traps, and thus are
unaffected by them). Unless listed as magical, they are non-magical in
nature. Magical innate abilities cannot be used in Anti-Magic areas and
are stopped by Protection from Magic on those they target. |
| Magic-Like Abilities: |
These are magical abilities of the class that act in all
ways as per the magic listed, save they do not cost magic points, do not
require a free hand, and are given a number of uses. These cannot be used
in Anti-Magic areas. These require the person to stand still as per
casting a magic. |
| Vulnerabilities: |
These are special magics or effects that break the rules.
They take precedence over immunities. For example air elementals are
immune to subdual magics, but have Iceball listed as a vulnerability, and
as such are affected by it as described. |
| Description: |
This is a description of what the monster represents and
would look like if it really existed. |
| Terrain Effects |
(for Quests and battlegames): |
|
Anti-Magic: |
Denoted with yellow ribbon placed in the area. Magic does not function
within these zones. |
|
Death Field: |
Denoted with black ribbon. Those who are not immune to death magic die
if they enter this area. |
|
Flame (lava, etc): |
Denoted with orange ribbon placed around the area. These are areas of
open flame. Beings without Protection from Flame are killed if they move
through it (or lose point of invulnerability or invulnerable armor chest
for each second they stay touching the area). Beings protected from flame,
and all equipment they are carrying are immune to this effect. |
|
Water: |
Denoted with silver tarp on ground or silver tape placed around the
area. Any non- Aquatic, non-large, or non-flying creature entering this
area must drop to their knees while moving through it. |