RolePlay onLine RPoL Logo

, welcome to Theogenesis : Essence of Creation

19:54, 5th May 2024 (GMT+0)

Info - Aspects & Natures.

Posted by OverlordFor group 0
Overlord
GM, 7 posts
Mon 4 Feb 2019
at 02:01
  • msg #1

Info - Aspects & Natures

All Monsters are comprised of Aspects and Natures with their number of each varying although their is a maximum number established by their Rank.

RankNatureAspect
012
113
223
334
444
555


Listed below are some of the Aspects and Natures that can be encountered. These represent Base Aspects and Natures with various combinations of these Aspects allowing for more sophisticated qualities.

Aspects
Fighter: Monster is capable of martial combat
Stealth: Monster can hide easily
Magical: Monster can use some form of magic
Skilled: Monster is proficient with its abilities
Dire: Monster is larger than normal
Diminutive: Monster is smaller than normal
Armored: Monster is has armor defending them
Aquatic: Monster is adapted for water travel
Beast: Monster is bestial
Flying: Monster is capable of flight
Alert: Monster has good awareness of its surrounding
Amorphous: Monster has no form
Feral: Monster is absent of thought
Intelligent: Monster is capable of rational thought
Alien: Monster is from beyond Creation
Frail: Monster is weaken than normal
Mighty: Monster is stronger than normal
Agile: Monster is faster than normal
Golem: Monster is made of inanimate material
Plant: Monster is a plant
Undead: Monster is a member of the resurrected dead
Holy: Monster is aligned with positive powers
Unholy: Monster is aligned with negative powers


Natures
Fire: Affinity with fire and heat
Water: Affinity with water, ice, and cold
Air: Affinity with air
Earth: Affinity with stone, rock, and sand
Metal: Affinity with metals
Sound: Affinity with sounds
Force: Affinity with kinetic forces
Electricity: Affinity with electricity
Life: Affinity with the living including animals and plants
Death: Affinity with the dead including the undead
Light: Affinity with light
Dark: Affinity with darkness and shadows


Monsters typically have an ability for each Nature they possess and have Attributes and Skills that reflect their Aspects. When determining the power of an ability granted by Nature, its threshold is its Rank + Essence + 1/per Nature Complexity. Synergistic Natures count towards this  threshold. If they impose some lasting effect then it last for a number of posts equal to the monsters Essence and deal some effect equal to Essence.

Abilities with flat, passive bonuses, should provide +1/Nature Complexity. Synergistic  Natures count toward this bonus.

When determining Offensive and Defensive thresholds, Monsters are assumed to have natural weaponry (claws, teeth, horns, etc.) that are equivalent to +1 and natural armor (hide, scales, etc.) that are equivalent to +1. When an Aspect would increase these either through modifications of skill or size (Dire, Armored, Fighter, etc.) increase by +1/Aspect Complexity with synergistic Aspects counting towards this threshold increase.

Example:

Slime, Rank 0

HP: 5
Aspect: Amorphous
Nature: Water
Attributes: Might 0, Finesse 1, Grace 0, Resilience 0, Will 0, Essence 0
Skills: Unarmed (Finesse) 1
Attack: Unarmed, Threshold 2 Defense: None, Threshold 0
Abilities: Dissolve - A slime can dissolve any item which enters is body, dealing damage equal to attack threshold (2) each post or 1 minute; whichever is appropriate.

Hydra, Rank 3

HP: 20
Aspect: Serpent (Beast + Armored), Aquatic, Dire
Nature: Water, Poison (Water + Death)
Attributes: Might 3, Finesse 3, Grace 0, Resilience 3, Will 2, Essence 2
Skills: Unarmed (Might) 3 [Bite +2], Swimming (Finesse) 2 [Pursue +1]
Attack: Unarmed, Threshold 8/10 Defense Dire Armored, Threshold 6
Abilities:
Waverider: Gain +2 to any action involving moving swiftly through water
Poison Breath: Breath magical poison on a target, threshold 7. On failure they lose Essence (2) health for 2 posts.

This message was last updated by the GM at 23:04, Sat 16 Mar 2019.
Sign In