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Shards - Bestiary, Aspects, Natures and Patterns.

Posted by NarratorFor group 0
Narrator
GM, 18 posts
Wed 24 Jul 2019
at 19:21
  • msg #1

Shards - Bestiary, Aspects, Natures and Patterns

Creation is filled with many beings, from the simplest mortal creatures to the Divine.

Some, possessing a shard of Chaos, are known as Monsters. Seeking to fuel themselves and their powers, they subsist on the souls of other Monsters, Mortals and the Chosen. They are often aggressive and simple-minded although more powerful Monsters may demonstrate intelligence and even motivations beyond simple survival.

Others, less known, as Ascendents. Their nature and motivation is perhaps more complex

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


RankAspectsNaturesPatterns
Rank 0211
Rank 1311
Rank 2322
Rank 3433
Rank 4444
Rank 5555

Rumours exist of creatures beyond this - Demi-Gods in their own rights

Monsters typically have a Feat for each Nature they possess and have Attributes, Skills that reflect their Aspects and potentially either reflecting their Patterns. When determining the power of a feat 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 lasts for a number of posts equal to the monsters Essence and deals 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 armour (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.
This message was last edited by the GM at 13:47, Mon 19 Aug 2019.
Narrator
GM, 143 posts
Mon 19 Aug 2019
at 13:38
  • msg #2

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.

You can find an incomplete list of known Natures below:
  • Form
    • Dire
    • Diminutive
    • Bestial
    • Golem
    • Plant
    • Amorphous
    • Frail
    • Strong
  • Environs
    • Aquatic
  • Behaviour
    • Feral
    • Beligerent
  • Disposition
    • Aetheral
    • Abyssal
  • Capabilities
    • Fighter
    • Magician

This message was last edited by the GM at 13:49, Mon 19 Aug 2019.
Narrator
GM, 144 posts
Mon 19 Aug 2019
at 13:38
  • msg #3

Natures

Nature is the essential essence of a Chaotic or Balanced creature and gives it Power. 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.

You can find an incomplete list of known Natures below:
  • Air
  • Water
  • Earth
  • Darkness
  • Light
  • Umbra
  • Life
  • Death
  • Time
  • Aether
  • Abyss
  • Essence

Narrator
GM, 145 posts
Mon 19 Aug 2019
at 13:38
  • msg #4

Patterns

Patterns represent the essential essence of a Lawful or Balanced creature and give it Power. They function similarly to Natures

Less is known of how they define a creature possessing them, or how they are acquired

You can find an incomplete list of known Natures below:
  • Draconic
  • Holdmistress
  • Torchbearer
  • Weaver

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