Monsters
Monster is a general term for the beings which inhabit the various Realms that were not created directly by the god. They are instead forged of chaos and within their souls are the bound up remnants of Creation. Seeking to fuel themselves and their powers they subsist on the souls of other monsters and the Chosen. They are often aggressive and simple-minded although more powerful monsters may demonstrate intelligence and even motivations beyond simple survival.
However, Gods should not be lead astray by this as monsters are incomplete beings whose chaotic souls must subsist on spiritual energy, often from the souls of other beings. That, however, does not prevent a god from showing mercy or favoritism to certain beings and some gods have even allowed monsters into their Paradises where their souls are made stable by the constant influx of spiritual power.
Aspects
Aspects are qualities of a Monster which largely define its form and behavior. A massive hydra-like monster might have Aquatic, Serpent, and Dire as Aspects to represent their habitat, form, and size respectively. Aspects are powerful as they can be bound to items through items using Artifice and bestow those qualities to the bound item or wielder.
Nature
Natures represent the essential substance of a creature. As in the previous example a hydra is likely to have a Water and Poison Nature to represent its prodigious command of currents and ability to vomit forth streams of poison. Natures are powerful because they can be bound to items using Artifice to give the item that nature.
Please refer to the Bestiary thread for further information
Rank
Each Monster has a Rank which shows its relative strength. Ranks go from 0 to 5 with each rank being roughly twice as strong as the previous, although Attributes and Skills may offset this one way or the other. Below are some examples of Monsters for each Rank.
Rank 0: Slime
Rank 1: Goblin
Rank 2: Ogre Berseker
Rank 3: Fire Dragon
Rank 4: Soulflayer
Rank 5: Greater Eldritch
A Rank 0 Monster is mostly a nuisance, Rank 1 Monsters are potential lethal in large numbers but easy to kill, Rank 2 is a challenge for young gods and begin to demonstrate impressive abilities, Rank 3 is potentially fatal for young gods and often have well distinguished powers, Rank 4 is generally outright lethal to a young god and is a challenge even for mid-tier gods, and finally Rank 5 monsters are demigods in their own rights.
This scale also really only controls for simple Aspects and Natures. As Aspects and Natures become more complex they will increase the strength of the individual proportionality. So a Rank 3 Fire Dragon is easier to kill than a Rank 2 Hellfire Dragon.
Monster Death
On the death of a Monster it releases Minor Souls relative to its Rank and the soul of the Monster is gained unless otherwise stated. If the Monster Soul is broken down then it provides an additional amount of Minor Souls and some number of Aspects and/or Natures up to the maximum they posses; min 1. These Aspects and Natures are selected by the individual who destroys their soul.
Rank | Base | !Qualities |
---|
0 | 10 | 1 |
1 | 20 | 1 |
2 | 50 | 2 |
3 | 100 | 2 |
4 | 220 | 3 |
5 | 400 | 3 |
Invocation
Invocation is the temporary summoning of a monster whose soul a god or other being possesses. To invoke a soul you must expend faith equal to it Rank and it remains manifest for a scene or 1 hour; whichever is more appropriate. To maintain them beyond that time for 1 Faith/Rank/hour.
A god can have a number of Monsters Invoked equal to their Rank + Will. Any others Invoked above this limit are lost to the god as they regain their form and independence, often to flee or attack their previous master.
Animancy
Animancy is the method of creating new souls through the use of entire souls or Essence of Aspects and Natures. There are three methods of animancy: fusion, alteration, and genesis.
Fusion
Fusion is the process of combining two monster souls together. The souls being fused must be of the same Rank and this Rank determines the likelihood of success as detailed below. On successful fusion the monsters rank increases and they inherit a random collection of Aspects and Natures from the fusion material monsters up to the limit imposed by their new Rank. On failure the souls are lost but you gain the Base and Dissolution amount of minor souls relative to their Rank and a single random Aspect or Nature from each of the monsters. Finally, when fusing monsters there is a chance that an Aspect or Nature may combine into a more complex or powerful variant. This likelihood is half, round down, the likelihood of a successful fusion.
Rank 0: 100%
Rank 1: 75%
Rank 2: 50%
Rank 3: 25%
Rank 4: 10%
Rank 5: 1%
Alteration
Alteration is the process of taking an Aspect or Nature and adding it to an existing Monster. This new Aspect or Nature is gained up to the maximum limit imposed by the Monster's Rank. If added in excess of this level the Aspect or Nature will randomly replace one already possessed by the soul, although the replaced Aspect or Nature is simply lost. Similarly to fusion alteration has a chance of aspect/nature fusion which is half the base success rate of fusion.
Genesis
Genesis is the process of creating an entirely new Monster. This is done by combining Aspects and Natures that the god possesses and expending the requisite amount of Minor Souls to stabilize it. Genesis has no chance of Aspect or Nature combinations and monsters created through Genesis cannot be Fused or Altered further.
Rank Limits and Genesis Cost
Rank | Nature | Aspect | Genesis |
---|
0 | 1 | 2 | 10 |
1 | 1 | 3 | 25 |
2 | 2 | 3 | 75 |
3 | 3 | 4 | 150 |
4 | 4 | 4 | 300 |
5 | 5 | 5 | 500 |
Artifice
Artifice is the act of combining Aspects and Natures to items. For the purposes of Artifice there are five classes of items: Helm, Raiment, Sceptre, Arms, and Ward.
- Helms are worn upon the head and can be anything from traditional armor helmets to circlets or crowns. Aspects and Natures instilled into Helms bestows the quality to those Units under the wearers direct leadership or command.
- Raiments are worn upon the body and can be anything from fine armor to elaborate robes to even a simple cloak. Aspects and Natures instilled into Raiments give the weare those qualities while worn.
- Sceptres are held in the offhand and can be actual sceptres, wands, blasting rods, or similar channeling implements. Aspects and Natures instilled into Sceptres can be applied to Monsters under the wielders command or leadership.
- Arms are held in the main hand and can be any weapon. Aspects and Natures instilled into Arms give that item a quality or special property related to the qualities placed within it.
- Wards are worn on the hands and neck and can be anything from simple rings to elaborate jewelry. Aspects and Natures instilled into Wards grant those qualities to the god's Aura, augmenting them. Other beings gain a lesser version of the Aura which possesses only the qualities given to it by the Ward.
While many of the properties Artifice bestows upon items can be replicated with sufficiently advanced magic, Artifacts are not impeded by efforts to dispel their effects and do not have usage limits. A normal Artifact can possess a single Aspect or Nature and a being can wield a single item of each type at any given time. Items possessed by a god travel with them when they Paradox.
This message was last edited by the GM at 18:41, Tue 23 Mar 2021.