Building Monsters for V6 Carps
Moderator: Moderators
-
- Site Moderator
- Posts: 1298
- Joined: Mon Mar 29, 2004 2:16 pm
- Contact:
Building Monsters for V6 Carps
Here is a fairly straight forward system of guidelines to help plot writers with building monsters for their adventures. These are not rules, they are guidelines. The objective is to build a particular creature, not to min/max a monster for optimal loot/ease of plot.
Monster Building System - CARPS V6
Tier Points: Total points used to build monster determine its effective tier. Pts show the START of that tier. (Tier 1 starts at 50 pts, tier 2 starts at 100 pts…so a 75pt monster is a tier 1 monster)
1 50
2 100
3 300
4 400
5 500
6 1200
7 1400
8 1600
9 1800
10 4000
Soak
Life = 1pt per life point
Armor = 1pt per armor point
Base Damage (dual claws, 1.5 for greatclaw): (Double cost for Crush/Vorpal/Drain/or constant carrier attack)
1 = Free
2 = 10
3 = 15
4 = 20
5 = 25
6 = 30
7 = 35
8 = 40
9 = 45
10 = 50
11 = 60
12 = 70
13 = 80
14 = 90
15 = 100
16 = 110
17 = 120
18 = 130
19 = 140
20 = 150
25 = 225
30 = 300
35 = 400
40 = 500
Offense skills (Cost is per use of each offense, spells are innate or spellstrike)
Tier 0 (Rage, Bash, Finesse, Blink, Shatter, Disease, Weakness, Taunt, Fear) = 25pt each
Tier 1 (Slay, Backstab, Disenchant, Sleep strike, Spells (1-5), Frontal cone, Knockback) = 50pts each
Tier 2 (Eviscerate, Ambush, Disarm, Destruction, Taint, Spells (6-9), Lash, Paralyze, Wither, Silence) = 100pts each
Tier 3 (Deathstrike, assassinate, smash, Sunder, spells (10th), voice Radius, Stun, Envelope) = 200pts each
Defense Skills (cost is per use of each defense)
Tier 0 (endurance/Resist Physical/Delay Effect/quick healing/armor refits) = 25pts each
Tier 1 (sidestep/resist pain/block/resist elements) = 50pts each
Tier 2 (dodge/Resist damage/Parry/resist Magic) = 100 pts each
Tier 3 (Phase/Resist Effect/Riposte/Reflect Magic) = 200pts each
Advantages (may pick 1 per 3 tiers Plus 1 per weakness taken - Provided they make sense to the monster)
Strong <Expert level>
Strong <Master level> (must have expert level strong)
Strong <GM Level> (must have master level strong)
Silver + to harm
Elemental + to harm (Must buy Silver+ first)
Magic + to harm (Must buy Elemental+ First)
Immune to <Element>
Immune to <Effect> (binding, Fear, Taunt, etc)
Non-Corporeal
Minimal from <damage call>
Weaknesses (Grant 1 Advantage pick or 100pts of additional soak)
Double damage from <Damage type> (edge, Claw, Blunt, Fire, Water, Etc)
Triple Damage from <Damage Type> (must have double damage from already)
Five times damage from <Damage Type> (Must have triple damage from already)
Ten times damage from <Damage Type> (must have Five times damage from already)
Can’t Run
Attack Slow
Mindless
Qualities (In addition a monster can have the following quality types added to it when appropriate)
1) Undead Qualities (Immune to Charm, Fear, Sleep, Poison, Taint. Take double from Radiance/Essence, banish works as death)
2) Golem Qualities (Immune to Charm, Fear, Sleep, Poison, Taint, Death, Assassinate. Take double from Shatter, Sunder works as death) Gain AC equal to tier for free.
3) Elemental Qualities (Immune to element <can upgrade to healed by element for 1 pick>, x2 damage from opposite element)
This is by no means an exhaustive list of Advantages, Weaknesses, and Qualities. If you think of some that I did not, please let me know and I will see about adding them to this document.
Monster Building System - CARPS V6
Tier Points: Total points used to build monster determine its effective tier. Pts show the START of that tier. (Tier 1 starts at 50 pts, tier 2 starts at 100 pts…so a 75pt monster is a tier 1 monster)
1 50
2 100
3 300
4 400
5 500
6 1200
7 1400
8 1600
9 1800
10 4000
Soak
Life = 1pt per life point
Armor = 1pt per armor point
Base Damage (dual claws, 1.5 for greatclaw): (Double cost for Crush/Vorpal/Drain/or constant carrier attack)
1 = Free
2 = 10
3 = 15
4 = 20
5 = 25
6 = 30
7 = 35
8 = 40
9 = 45
10 = 50
11 = 60
12 = 70
13 = 80
14 = 90
15 = 100
16 = 110
17 = 120
18 = 130
19 = 140
20 = 150
25 = 225
30 = 300
35 = 400
40 = 500
Offense skills (Cost is per use of each offense, spells are innate or spellstrike)
Tier 0 (Rage, Bash, Finesse, Blink, Shatter, Disease, Weakness, Taunt, Fear) = 25pt each
Tier 1 (Slay, Backstab, Disenchant, Sleep strike, Spells (1-5), Frontal cone, Knockback) = 50pts each
Tier 2 (Eviscerate, Ambush, Disarm, Destruction, Taint, Spells (6-9), Lash, Paralyze, Wither, Silence) = 100pts each
Tier 3 (Deathstrike, assassinate, smash, Sunder, spells (10th), voice Radius, Stun, Envelope) = 200pts each
Defense Skills (cost is per use of each defense)
Tier 0 (endurance/Resist Physical/Delay Effect/quick healing/armor refits) = 25pts each
Tier 1 (sidestep/resist pain/block/resist elements) = 50pts each
Tier 2 (dodge/Resist damage/Parry/resist Magic) = 100 pts each
Tier 3 (Phase/Resist Effect/Riposte/Reflect Magic) = 200pts each
Advantages (may pick 1 per 3 tiers Plus 1 per weakness taken - Provided they make sense to the monster)
Strong <Expert level>
Strong <Master level> (must have expert level strong)
Strong <GM Level> (must have master level strong)
Silver + to harm
Elemental + to harm (Must buy Silver+ first)
Magic + to harm (Must buy Elemental+ First)
Immune to <Element>
Immune to <Effect> (binding, Fear, Taunt, etc)
Non-Corporeal
Minimal from <damage call>
Weaknesses (Grant 1 Advantage pick or 100pts of additional soak)
Double damage from <Damage type> (edge, Claw, Blunt, Fire, Water, Etc)
Triple Damage from <Damage Type> (must have double damage from already)
Five times damage from <Damage Type> (Must have triple damage from already)
Ten times damage from <Damage Type> (must have Five times damage from already)
Can’t Run
Attack Slow
Mindless
Qualities (In addition a monster can have the following quality types added to it when appropriate)
1) Undead Qualities (Immune to Charm, Fear, Sleep, Poison, Taint. Take double from Radiance/Essence, banish works as death)
2) Golem Qualities (Immune to Charm, Fear, Sleep, Poison, Taint, Death, Assassinate. Take double from Shatter, Sunder works as death) Gain AC equal to tier for free.
3) Elemental Qualities (Immune to element <can upgrade to healed by element for 1 pick>, x2 damage from opposite element)
This is by no means an exhaustive list of Advantages, Weaknesses, and Qualities. If you think of some that I did not, please let me know and I will see about adding them to this document.
Who is online
Users browsing this forum: No registered users and 37 guests