Creature Creation
In many campaigns a Verse Master or player will want to design a custom race or make their own creatures. Sometimes a campaign will be based entirely around custom races. Because flexibility is this systems goal, the Creature Creation Rules are entirely necessary. The idea is to have a system in place that allows any kind of campaign, regardless of dimensions and abilities, playable. For example, if someone wants to have a campaign that is set entirely underwater in a mermaid kingdom, a playable or customized mermaid race is required. Alternatively, if a Verse Master wants to have a part battle a customized exotic space dragon, the creation rules permit such a creation.
Size Category
The Size Category of a creature largely depends on the setting of the campaign. A tiny race could have a campaign set entirely inside a house in which mice-people or house elves must avoid the large humans and pets roaming. By contrast, a race that is colossal in size could trample over buildings and cities in a Kaiju battle scenario in which the goal is to destroy cities and the tiny humans.
Size Categories
Size Category | Size Range |
---|---|
Fine | <6” |
Diminutive | 6” up to 1’ |
Tiny | 1’ up to 2’ |
Small | 2’ up to 4’ |
Medium | 4’ up to 8’ |
Large | 8’ up to16’ |
Huge | 17’ up to 32’ |
Gargantuan | 32’ up to 64’ |
Colossal | 64’ to 128’ |
Giant | 128’ to 512’ |
Kaiju | 512’ to 1,024’ |
Mountainous | 1,024’ to 4,096’ |
Colonial | 4,096’ to 16,384’ |
Harbinger | > 16,384’ < Planet |
Planetary | Planet |
Solar | Sun |
Galactic | Galaxy |
Unfathomable | Galaxy Cluster |
These sizes can by of any combination of length verses height, as long as a dominant feature reaches any of these established heights. So, a creature that is 3 feet wide but 14 feet tall would be Huge just as the reverse would be true.
Mass Category
While calculating the size of the creature, the Mass Category of the creature can also be determined. This represents how much on average the creature weighs and traditionally scales with the size of the creature. However, sometimes very large creatures might be very little and relatively small creatures could be very heavy.
Mass Categories
Mass Category | Weight Range (lb.) |
---|---|
Minuscule | 0 to 4 |
Dainty | 5 to 10 |
Petite | 11 to 30 |
Slight | 31 to 60 |
Light | 61 to 130 |
Regular | 131 to 220 |
Heavy | 221 to 300 |
Substantial | 301 to 500 |
Massive | 501 to 1,000 |
Ponderous | >1,000 |
Health & Mana
The creature also determines the Health Die (HD) and thus how much health they receive. The Health Die is used to calculate the Health Pool of the creature in addition to the Constitution Score The “hardier” a creature is the more health they will have and thus the larger the HD will be. The HD ranges from a minimum of 1d6 to a maximum of 1d12. An average creature, such as a human, would have an HD of 1d8 while a gorilla would have a 1d10, reflecting its strong nature. Creatures that are 2d4 could be considered human plus some while a 2d12 would be closer to legendary creatures such as dragons. The Creature Rating system also acts as a guide in determining the HD of the creature.
Health
Health Die (HD) | Hardiness |
---|---|
1d4 | Very Weak |
1d6 | Weak |
1d8 | Average |
2d4 | Above Average |
1d10 | Strong |
1d12 | Very Strong |
2d8 | Vigorous |
The magical aptitude of a creature is determined by their Mana Die (MD) which is how powerful the creature is with magic. The MD is used to calculate a creature’s Mana Pool. The same rules as to hardiness with health apply to determining the vigor of a magical creature. The more magical they are, the higher the die they use should be.
Mana
Mana Die (MD) | Hardiness |
---|---|
1d4 | Very Weak |
1d6 | Weak |
1d8 | Average |
2d4 | Above Average |
1d10 | Strong |
1d12 | Very Strong |
2d8 | Vigorous |
Age Category
Every creature has an Age Category that determines the maximum life expectancy of the creature. Some creatures live short lives while others live for extremely long amounts of time. The categories range from Subhuman up to Fey and perhaps even beyond. All Age Categories have age ranges that include Child, Adult, Middle Aged, Old, and Elderly. Every category also has a Max Age that is rolled by either for the purpose of story and certain spells or effects.
Subhuman
Child | Adult | Middle Aged | Old | Elderly | Max Age |
---|---|---|---|---|---|
1d8 + 2 | 2d8 + 9 | 1d12 + 36 | 1d12 + 36 | 1d12 + 47 | 1d20 + 59 |
Human
Child | Adult | Middle Aged | Old | Elderly | Max Age |
---|---|---|---|---|---|
1d10 + 7 | 2d10 + 16 | 2d10 + 34 | 2d10 + 53 | 1d10 + 73 | 1d20 + 83 |
Posthuman
Child | Adult | Middle Aged | Old | Elderly | Max Age |
---|---|---|---|---|---|
2d8 + 8 | 2d12 + 23 | 2d12 +46 | 3d12 + 68 | 1d20 + 104 | 1d20 +124 |
Subfey
Child | Adult | Middle Aged | Old | Elderly | Max Age |
---|---|---|---|---|---|
4d8 + 16 | 4d12 + 46 | 4d12 + 91 | 4d12 + 136 | 4d12 + 180 | 2d20 + 226 |
Fey
Child | Adult | Middle Aged | Old | Elderly | Max Age |
---|---|---|---|---|---|
2d20 + 25 | 4d20 + 62 | 3d20 + 140 | 4d20 + 197 | 3d20 + 275 | 2d20 + 334 |
When creating the creature, a category is chosen. For example, humans fall in the “Human” age category and can play as any of the ranges available. Babies, infants, and toddlers are not playable and therefore are not given a place here. It is considered that a baby does not hold the intelligence or ability to cast spells, use skills, or conduct combat. However, a Verse Master can decide to overrule this (perhaps the baby has been blessed and now can) in which case they would simply use the baby range as being from 1 to the number below the minimum for child (1 to 6 for a human, 1 to 26 for fey).
The age of a creature also affects certain physical traits of the race. The determined size of a creature is only for creatures that are Adults or higher. Any creature in the Child size range is considered one size category smaller than their Adult size. If the creature is a Baby, they are considered two size categories smaller than their Adult size. Also, a Child gains a +5 to all their senses while a creature that is Elderly has a -5 to all their senses. A Child also has a -2 to their Strength but a +2 to Dexterity. The Elderly have a -2 to Dexterity but a +2 to Intellect.
Body Shape
Every creature has a Body Shape that determines the number of limbs they have as well as whether the creature can properly wield or hold items. The body shape is important in understanding what the creature is in general.
Body Shapes
Exotic is the condition that makes the creature have a unique shape that is unspecified or extremely specific such as taking the shape of man-made objects or taking the shape of a single limb such as a foot or hand.
Humanoid is the condition that the creature is bipedal with two arms or in the general shape of a human.
Hybrid is a condition that the creature has one or more various and even seemingly contradictory body shapes added together creating a hybrid creature.
Many-Legged is the condition that the creature has more than four legs that grants them the Trample offensive trait.
Pod Body makes the creature have a body in the shape of a pod such as bacteria, squids, or cuttlefish.
Serpentine is the condition that the creature has an elongated body that have the Swallow offensive trait and the Limbless physical trait. They can optionally have Bite, Slam, Sting, Ram, Gorge, Venomous, or Jab as offensive traits.
Quadruped is the condition that the creature walks on four legs. Creatures with quadruped and hooves can only use Kick against targets that are immediately behind them and can do so without provoking an Attack of Opportunity.
Creature Type
The Creature Type determines the defensive traits of the creature as well as determines what offensive traits may be available to them.
Creature Type
Aberration is the condition that makes the creature have a unique s attributes that is unspecified or extremely specific such as being made of exotic organic materials such as food, straw, or other nontraditional material while still being organic and not a construct.
Arachnid are creatures that have Exoskeleton as a defensive trait and Bite and Trample as an offensive trait. They are many legged and can receive Jab, Sting, Ram, Slam, or Venomous as optional offensive traits.
Avian are creatures that receive Feathered as a defensive trait and Peck and Claw as offensive traits. All avian are winged but can be flightless. A Flying Avian switches their Base Speed and Fly Speed when being calculated while a Flightless Avian does not receive a Fly Speed. Avian are almost exclusively bipedal.
Construct are creatures made of mechanical parts and receive Mindless and Artificial as defensive traits and can receive almost any offensive trait or body shape depending on how they are made. They are also immune to physical poisons. They automatically gain the Artificial Defensive trait.
Crustaceans are creatures that have Shelled as a defensive trait and Pincer and Ram as offensive traits. They can be humanoid or many legged and can receive Kick, Trample, Gorge, or Jab as optional offensive traits.
Elementals are creatures that are made of a natural element such as fire, earth, water, air, or electricity or any of the affinities listed in Mana Affinity. This grants them the Bloodline offensive trait which is based on their affinity type, as well as the Affinity Body defensive trait which is also based on their affinity type. They can have any body shape.
Fish are creatures that only have a Swim Speed and Burrow Speed that have Gills as a Physical Trait, Scales as a defensive trait, and Bite and Slam as an Offensive Trait. They can optionally have Tentacles or Fins and can have the Body Shape of Pod Body, Serpentine, or Fish.
Fungus are creatures that have Spore as an offensive trait and can optionally have Poisonous as a defensive trait and can receive Jab or Slam as optional offensive traits.
Hybrid is a condition that the creature has one or more various and even seemingly contradictory racial types added together creating a hybrid creature.
Insects are creatures that have Exoskeleton as a defensive trait and Bite as an offensive trait. They can be humanoid or many legged and can receive Kick, Trample, Ram, Jab, Gorge, Sting, or Slam as optional offensive traits as well as venom or poison traits.
Mammals are creatures receive Sweat as a defensive trait and optionally Hairy, Furry, or Hide as defensive traits as well. They can also receive Bite, Claw, Punch, Kick, Slam, Gorge, Ram, or Trample as offensive traits. They can be humanoid, quadruped, aquatic, or aberrations.
Plants are creatures that have Photosynthesis as a defensive trait and can optionally be poisonous. They optionally can receive Spore, Jab, or Slam as offensive traits.
Reptiles are creatures that receive Scales as a defensive trait and optionally Hide as a defensive trait and Bite and Claw as offensive traits. They can also receive Slam, Gorge, Jab, Ram, or Trample as offensive traits. They can be humanoid, quadruped, aquatic, or exotic.
Swarms are creatures that are made of multiple Tiny or smaller creatures but are treated as one Medium or larger sized creature. Each time the Swarm’s HP decreases by half, the swarm decreases in size by half to the minimum size of the creatures made to create the swarm and deal half damage for each size category it decreases by. The Swarm can occupy the same space as another creature and is considered Grappled to the target creature for Attack purposes.
Undead are creatures that have no Constitution and receive Mindless as a defensive trait and are immune to physical poisons. Their offensive traits depend on the creature it was prior to being undead.
Undying are creatures that come back to life after their HP has hit 0 after one round. Whenever an undying creature’s HP hits 0 a 1d10 is rolled. Any number landed on brings the creature back to life after 1 round and gives them HP equal to the number rolled unless the number rolled is 10. If a 10 is rolled then the creature is killed and does not come back to life. If the undying has their HP reduced to 0 from a critical hit or effect then they are automatically killed and do not come back to life.
Physical Traits
Some creatures have Physical Traits that provide additional abilities or conditions that allow them to interact with their environments. These traits are largely determined by the Body Shape or Racial Type.
Physical Traits
Balancing Tail is the condition that the creature has a tail used only to maintain balance with and have a +5 bonus to Acrobatics and Athletics (All).
Bipedal is the condition that the creature walks on two upright legs.
Dual Lunged is the condition that the creature has lungs adapted to water breathing and air breathing.
Expandable Stomach is the condition that the creature has a stomach and throat that can expand to swallow whole targets that are one size category or smaller than them and grants the Consume combat maneuver.
Fins is the condition that the creature has fins to swim with making their Base Speed act as a Swim Speed instead.
Gilled is the condition that the creature has gills to breathe underwater with and cannot breathe air.
Limbless is the condition that the creature has no arms or legs.
Many-Armed is the condition that the creature has more than two arms that grants them extra limbs to grapple, hold items with, and attack with.
Multiple-Heads is the condition that the creature has more than one head granting them more than one personality.
Numerous Legs is the condition that the creature has multiple small that are used to crawl with making them immune to difficult terrain effects.
Patagium is the condition that the creature has skin flaps between their arms and legs that allow them to glide a short distance making them immune to fall damage.
Prehensile Appendage is the condition that the creature has non-traditional appendages that can be controlled and grants the Constrict offensive trait or Slam offensive trait and can be used as extra limbs to grapple, hold items with, and attack with. This can include hair, trunks, vines, ears, or other extended limbs or body parts.
Prehensile Tail is the condition that the creature has one or more tails that grant them the Slam offensive trait and can be used as extra limbs to grapple, hold items with, and attack with.
Prehensile Tongue is the condition that the creature has long and extendable tongue that grants the Tongue offensive trait and can be used as an extra limb to grapple, hold items with, and attack with.
Self Replicating is the condition that a creature can split to create an identical creature whenever they are hit with a slashing attack. Each division of the creature is one size category smaller than the previous and dies after the smallest size category. Each new portion splits the HP and MP evenly, rounding down to the nearest whole number.
Sticky is the condition that the creature has body parts that stick onto targets allowing it to grapple targets including weapons used to attack it or to be able to walk or climb on all solid surfaces.
Tentacles is the condition that the creature has tentacles that grant them the Constrict offensive trait and can be used as extra limbs to grapple, hold items with, and attack with.
Winged is the condition that the creature has a pair of wings to fly with granting them a Fly Speed.
Defensive Traits
The Defensive Traits of a creature grant various bonuses either to their Resistances or against environmental temperatures or elements. Every creature has a type of defensive trait that is determined by their Creature Type.
Defensive Traits
Affinity Body is the condition that the creature’s body is affinity based or resemble aspects found more in nature rather than in living organisms and as a result gain an immunity against the affinity type effects and all additional effects as per the spell Mana Body. The affinities possible include fire, water, air, earth, acid, electricity, shadow, light, psychic, ethereal, null, cold, divine, life, death, qi, time, or gravity.
Artificial is the condition that the creature is man-made in some form and has mechanical parts, granting them a +5 bonus to Physical Reduction.
Aura is the condition that the creature has a magical aura that grants them a +2 bonus to Spell Reduction.
Blubber is the condition that sea creatures have a thick layer of fat that grants them a +2 bonus against Cold environments and a +2 bonus to Physical Reduction.
Exoskeleton is the condition that the creature’s skeleton covers their outer body granting them a +4 bonus to Physical Reduction.
Feathered is the condition that the creature is covered in feathers granting them a +2 bonus against cold environments.
Fur is the condition that the creature is covered in fur granting them a +2 bonus against cold environments.
Gelatinous is the condition that the creature has no bones making them immune to physical damage and grants them the Consume combat maneuver.
Hairy is the condition that the creature is covered in hair all over their body granting them a +2 bonus against cold environments.
Hide is the condition that the creature has a thick hide granting them a +2 bonus to Physical Reduction.
Mindless is the condition that the creature does not have an organic or living mind and as a result is immune to mind-affecting effects and psychic damage and effects.
Photosynthesis is the condition that the creature gains sustenance from sunlight but must still drink water.
Poisonous is the condition that the creature’s skin is poisonous.
Scales is the condition that the creature is covered in scales granting them a +2 bonus to Physical Reduction.
Shelled is the condition that the creature has hard shell on their body granting them a +3 bonus to Physical Reduction.
Slippery is the condition that the creature has very smooth or wet skin or parts of their body granting them a +2 to CMD.
Squishy is the condition that the creature has an extremely soft or jelly-like skin that provides a -2 to Physical Reduction and a +2 to Physical Dodge.
Sweat is the condition that the creature sweats granting them a +2 bonus against hot environments.
Translucent gives the creature skin that is see-through or clear granting them a +5 bonus to Stealth and the concealment condition while in dark lighting as well as a +2 bonus to Physical and Spell Dodge.
Offensive Traits
The creature’s Offensive Traits determine what their Natural Attacks are. Natural attacks are unarmed attacks that deal damage based off of the Unarmed Die (UD).
Offensive Traits
Bite is the condition that gives the creature sharp teeth to bite with.
Bloodline
This grants the Character a natural bloodline giving the constant effects of the spell Mana Bloodline and can be picked from the affinities: fire, water, air, earth, electricity, acid, cold, psychic, ethereal, divine, light, shadow, life, death, time, gravity, or null.
Breath is the condition that gives the creature a breath attack of some form or the ability to eject liquids or magic from its body. This also depends on their bloodline.
Claw is the condition that gives the creature sharp claws either on their hands or feet or other slashing appendages.
Constrict is the condition that the creature can wrap its body around other creatures and squeeze or grapple it using its body.
Flexible Tail
This grants the Character a flexible tail that can be used to Slam and grapple targets as well as hold items.
Gorge is the condition that gives the creature tusks on its face.
Jab is the condition that gives the creature antlers or horns on its head or tail or is barbed.
Kick is the condition that the creature has strong, long legs to kick with.
Peck is the condition that gives the creature a beak or bill for a mouth.
Pincer is the condition that gives the creature a pincer on its arms.
Punch is the condition that the creature has a pair of fists that can be used to punch with.
Ram is the condition that gives the creature a flat, hard area on its head to ram with.
Ranged Grapple gives the condition of an extendable limb such as a tongue to grab or attack with.
Roll is the condition that the creature can curl into a ball and roll into enemies.
Slam is the condition that the creature has a large body that they are able to slam with.
Spell-Like Ability is the condition that the creature has certain abilities that resemble spells that they can cast naturally.
Spore is the condition that the creature is able to give off spores that attach themselves to targets.
Stinger is the condition that gives the creature a stinger as or on its tail.
Trample is the condition that gives the creature hooves or large feet to run over Prone targets with.
Venomous is the condition that makes the creature have a piercing attack that provides the Poisoned condition to targets.
Offensive Damage Chart
Offensive Trait | Damage | Type | Effects |
---|---|---|---|
Punch | 1UD | Bludgeoning | |
Claw | 1UD | Slashing | |
Constrict | 2UD | Bludgeoning | |
Pincer | 1UD | Piercing | Grapple |
Stinger | 2UD | Piercing | |
Bite | 2UD | Piercing | Grapple |
Venomous | – | Piercing | Poison |
Gorge | 2UD | Piercing | |
Peck | 1UD | Bludgeoning | |
Jab | 2UD | Piercing | |
Ram | 2UD | Bludgeoning | |
Slam | 2UD | Bludgeoning | |
Tongue | 1UD | Bludgeoning | Grapple |
Breath | Varies | Varies | Varies |
Trample | 4UD | Bludgeoning | |
Spore | 2UD | Effect | Poison |
Roll | 2UD | Bludgeoning |
Minor Attributes
The Minor Attributes of the creature as insignificant aesthetic details that make each creature unique. These include their Attribute Colors and their Attribute Shapes. Although simple flavor text, they are what make the creatures interesting and differentiate them from creature with similar or event he same traits. In other words, this is how the Verse Master imagines the creature to appear.
Minor Attributes
Attribute Colors are things such as eye color ranges, hair (or fur or feather) color, skin (or scale) color, and anything else that can be colored on the physical body (perhaps even blood or organ colors). For example, humans could have brown, black, or even red hair but they would never naturally have purple and green hair. Alternatively, a frog might have green scales or even bright orange and purple. Setting these limitations helps make races unique. Perhaps allowing for albino or other such variations or races could add unique flavors to rare or ancient types of creatures. Also consider color patterns that might exist for a race (a zebra has zebra-stripe patterns).
Attribute Shapes consider small parts of bodies that could have a range of shapes or sizes. This may even affect a races sense range. For example, humans and elves are both humanoid but elves have pointy ears while humans have round ears. Physically, other than attribute color, that is often the only differences that can be seen but makes a tremendous difference. This can also include what kind of wings a creature has (feathered angel wings, or webbed bat-like wings) or its tail (pointy devil’s tail, monkey tail, or slender reptile tail). The shape and size of eyes are determined here as well (slit eyes, round eyes, triangular eyes, many eyes, one eye, etc.). What kind of nose does a creature have? Is it a snout or is it more human or is it more pig or even a trunk like an elephant to grab with? Does the creature have lips or a bill? Is the tongue like humans or is forked like snakes? The list goes on but what is important is that these are determined here.
Senses
Every creature has its own combination of Senses that usually make them more adept at detecting some things more than others. There are three primary senses that the creatures have each at a different levels compared. The skill “Perception” is the use of these senses and depends the sense being used. The age of a creature can affect their senses (as can other physical traits up to the discretion of the Verse Master). Any race within the “child” (or younger) age category gains a +5 to all of their senses while any race within the “old” or higher age categories have a -5 penalty to all of their senses.
Vision
Vision is the sense based on eyesight and details how clearly you can see while Engaged In Combat. The Field of View is determined by the level of vision which dictates the characters View of Attack and is defined as how far the character can see out of the corner of their eyes to the left and right. The Visual Distance is how far the character can see directly in front of them while under distress.
Minor Vision: The lowest level of vision is minor and can be compared to certain reptiles such as snakes. Their field of view is only a 10 foot wide cone and the distance is only 20 feet.
Lesser Vision: Their field of view is only a 15 foot wide cone with a distance of 25 feet.
Medium Vision: This level of vision is the most common and is comparable to human eyesight. The field of view is a 20 foot wide cone with a distance of 30 feet.
Greater Vision: With a greater field of vision the creature’s eyesight becomes more comparable to bees and other insects. The distance at which they can see also increases to 40 feet with a field of view that is a 30 foot cone.
Major Vision: As vision reaches the major level their eyesight becomes comparable to that of hawks. The field of view increases to a 40 foot cone with a distance of 50 feet of vision.
Special Conditions: Blind is a condition that makes the creature of no vision at all but instead they increase the sensitivity of one other chosen sense by ten and can additionally have Blind Sense. Low Light Vision allows the creature to see up to their maximum visual range in low light settings. Dark Vision allows the creature to see up to their maximum visual range in dark light settings. Ultra Vision allows the creature to see into the Ultra-Violet light spectrum. Thermal Vision is a condition that causes the creature to not see colors and instead only heat granting them a infrared vision that is blind to cold.
Hearing
Hearing is the sense based off of sound-wave detection while Engaged In Combat. Some creatures have better hearing than others and are able to detect higher and lower pitches than others. As the ranges increase, the creature’s sensitivity to sound also increases. To keep it simple, hertz ranges have been changed to ranges of Infrasonoic (very low pitches sounds), Sonic (regular hearing range of humans), and Ultrasonic (very high pitched sounds such as dog whistles). The distance a creature can hear is also extremely simplified and based off of if the sound is Low (Whisper), Regular, and Loud (Scream).
Minor Hearing: The lowest level of sound can only hear loud sounds from 5 feet away, regular sounds from 20 feet away, and loud sounds from 50 feet away and only hear in Sonic.
Lesser Hearing: Creatures with lesser hearing can only hear low sounds from 10 feet away, regular sounds from 25 feet away, and loud sounds from 55 feet away and only hear in Sonic.
Medium Hearing: Creatures with medium hearing can hear low sounds from 15 feet away, regular sounds from 30 feet away, and loud sounds from 60 feet away and only hear in Sonic.
Greater Hearing: Creatures with greater hearing can hear low sounds from 20 feet away, regular sounds from 35 feet away, and loud sounds from 65 feet away and can hear in Sonic and Ultrasonic.
Major Hearing: Creatures with major hearing can hear lows sounds from 25 feet away, regular sounds from 40 feet away, and loud sounds from 70 feet away and can hear in Infrasonic, Sonic, and Ultrasonic.
Special Conditions: Deaf is a condition that makes the creature unable to hear any sound and provides a plus ten to any one other chosen sense. Echo Location is a condition that allows a creature to “see” using sound and their visual distance is replaced by their hearing distances.
Smell
Smell is the sense based on detecting odors using a nose or equivalent while Engaged In Combat. The amount of odors (and how pungent they are) will be determined as a Weak amount, Medium amount, and Strong amount. Those with a high smelling range can detect and determine more odors which also make them more sensitive to smells. As the sense of smell becomes stronger, so does the distance at which odors can be detected depending on how strong a smell is, similar to how sounds work.
Minor Smelling: The lowest level of smell can only detect weak odors from 5 feet away, medium odors from 20 feet away, and strong odors from 50 feet away.
Lesser Smelling: Creatures with lesser smelling can only detect weak odors from 10 feet away, medium odors from 25 feet away, and strong odors from 55 feet away.
Medium Smelling: Creatures with medium smelling can smell weak odors from 15 feet away, medium odors from 30 feet away, and strong odors from 60 feet away.
Greater Smelling: Creatures with greater smelling can detect weak odors from 20 feet away, medium odors from 35 feet away, and strong odors from 65 feet away.
Major Smelling: Creatures with major smelling can detect weak odors from 25 feet away, medium odors from 40 feet away, and strong odors from 70 feet away.
Special Conditions: Scentless is a condition that makes the creature unable to detect any odors and provides a plus ten to any one other chosen sense. Scent is a condition that allows a creature to “see” by detecting odors and their visual distance is replaced by their smelling distances.
Special Senses
Special Senses are other senses accessible with special organs or altered organs that have special properties.
Antenna provide creatures with special feeling senses that pick up the environment around them be either smelling, feeling, or detecting air movements and this provides a type of 360 smelling range via scent that allows them to continually be spatially aware making them unable to be flanked. They also have a +10 to their Perception (Smell) and +10 to their Insight for noticing unusual spaces or environments, making them able to respond faster than other creatures to environmental changes.
Color-Blind is a condition that decreases one chosen color spectrum by one (such as R-G-B becomes just R-B or any other chosen pattern).
Many Eyed provides the creature with multiple eyes that give them 360 viewing range allowing them to have all a visual range that is circular around them and a field of view that extends in all directions from them and not just in front of them. This also makes them unable to be flanked (unless they are made blind) and have a +10 to their Perception (Visual).
Slit Eyes is a condition that increases the field of view by five feet (this condition cannot be chosen by creatures that do not normally have it, such as humans).
Blind
The Character has no vision at all but instead they increase the sensitivity of one other chosen sense by ten.
Blind Sense
The Character can sense targets within 10 feet when they are considered Blind. This distance stacks if taken more than once.
Low Light Vision
The Character can see up to their maximum visual range in low light settings.
Dark Vision
The Character can see up to their maximum visual range in dark light settings.
Ultra Vision
The Character can see into the Ultra-Violet light spectrum.
Thermal Vision
The Character can not see colors and instead only heat granting them a infrared vision that is blind to cold.
Mana Vision
The Character can constantly see magical auras, sources of magic, and targets that have Mana Pools.
Deaf
The Character is unable to hear any sound and provides a plus ten to any one other chosen sense.
Echo Location
The Character is able to “see” using sound and their visual distance is replaced by their hearing distances.
Scentless
The Character is unable to detect any odors and provides a plus ten to any one other chosen sense.
Scent
The Character is able to “see” by detecting odors and their visual distance is replaced by their smelling distances.
Special Conditions
There are Special Conditions that can added to the creature which can either be physical or magical in origin that alters them their natural forms or creates special conditions for their existence.
Special Conditions
Cursed is a condition that gives a magical condition that is traditionally considered negative such as Lycanthropy, Vampirism, or Possession. See the Curse rules for more details.
Parasitic is the condition that the creature is parasite that lives off of or in other creatures.
Symbiotic is the condition that the creature takes control of other hosts by infecting them internally or externally.
Infected is the condition that the creature is inflicted with some kind of virus or disease that causes a physical illness and hindrance.
Insane is the condition that the creature is inflicted with an insanity based off of their Sanity Score.
Mutated is a condition that causes either physical mutations in the body that are not normally their (such as alternative skin or hair colors) or magical abnormalities that they wouldn’t normally have (such as a creature having a breath attack that doesn’t naturally).
Chosen is a condition in which divine intervention was involved in the creature’s existence in some form or another.
Divine is a condition in which the created creature is a deity and have gained a Divine Rank. See the Deity Creation rules for more details.
Creature Rating Calculation
Every creature that is a monster, animal, or potential enemy receives a Creature Rating (CR) that provides an indication of of the creature compared to other creatures. It is not meant to be a judge of level compared to character’s levels but isntead a judge of the strength of a creature compared to other creatures similar to Divine Ranks for deities. Alternatively, a Verse Master may ignore the CR of a creature entirely and only use the creature’s Ability Score Average (ASA) as a judge for a creature’s strength against not only other creatures but Characters as well.
The CR of the creature also determines the amount of experience points characters will receive for defeating the creatures in combat. How the experience is divided is largely decided by the Verse Master if not all characters in the party did an equal amount of combat however, the CR Experience Chart provides a guideline on the general amount of experience characters should receive. If a single character defeats a creature on their own with no assistance then they are capable of receiving all of the experience points from the combat. The lowest CR a creature can have is 1/8 while the highest CR a creature can have is 35 as represented on the CR Chart.
CR / ASA Chart
CR | ASA | CR Bonus | HD | MD | UD |
---|---|---|---|---|---|
1/8 | 1 | – | 1d4 | 1d4 | 1d4 |
1/6 | 2-3 | – | 1d4 | 1d4 | 1d4 |
1/4 | 4-5 | – | 1d4 | 1d4 | 1d4 |
1/3 | 6-7 | – | 1d4 | 1d4 | 1d4 |
1/2 | 8-9 | – | 1d4 | 1d4 | 1d4 |
1 | 10 | +/x1 | 1d6 | 1d6 | 1d6 |
2 | 11 | +/x1 | 1d6 | 1d6 | 1d6 |
3 | 12 | +/x1 | 1d6 | 1d6 | 1d6 |
4 | 13 | +/x1 | 1d6 | 1d6 | 1d6 |
5 | 14 | +/x1 | 1d6 | 1d6 | 1d6 |
6 | 15 | +/x2 | 1d8 | 1d8 | 1d8 |
7 | 16 | +/x2 | 1d8 | 1d8 | 1d8 |
8 | 17 | +/x2 | 1d8 | 1d8 | 1d8 |
9 | 18 | +/x2 | 1d8 | 1d8 | 1d8 |
10 | 19 | +/x2 | 1d8 | 1d8 | 1d8 |
11 | 20 | +/x3 | 1d10 | 1d10 | 1d10 |
12 | 21 | +/x3 | 1d10 | 1d10 | 1d10 |
13 | 22 | +/x3 | 1d10 | 1d10 | 1d10 |
14 | 23 | +/x3 | 1d10 | 1d10 | 1d10 |
15 | 24 | +/x3 | 1d10 | 1d10 | 1d10 |
16 | 25 | +/x4 | 1d12 | 1d12 | 1d12 |
17 | 26 | +/x4 | 1d12 | 1d12 | 1d12 |
18 | 27 | +/x4 | 1d12 | 1d12 | 1d12 |
19 | 28 | +/x4 | 1d12 | 1d12 | 1d12 |
20 | 29 | +/x4 | 1d12 | 1d12 | 1d12 |
21 | 30 | +/x5 | 2d8 | 2d8 | 2d8 |
22 | 31 | +/x5 | 2d8 | 2d8 | 2d8 |
23 | 32 | +/x5 | 2d8 | 2d8 | 2d8 |
24 | 33 | +/x5 | 2d8 | 2d8 | 2d8 |
25 | 34 | +/x5 | 2d8 | 2d8 | 2d8 |
26 | 35 | +/x6 | 2d10 | 2d10 | 2d10 |
27 | 36 | +/x6 | 2d10 | 2d10 | 2d10 |
28 | 37 | +/x6 | 2d10 | 2d10 | 2d10 |
29 | 38 | +/x6 | 2d10 | 2d10 | 2d10 |
30 | 39 | +/x6 | 2d10 | 2d10 | 2d10 |
31 | 40 | +/x7 | 2d12 | 2d12 | 2d12 |
32 | 41 | +/x7 | 2d12 | 2d12 | 2d12 |
33 | 42 | +/x7 | 2d12 | 2d12 | 2d12 |
34 | 43 | +/x7 | 2d12 | 2d12 | 2d12 |
35 | 44 | +/x7 | 2d12 | 2d12 | 2d12 |
In addition, creatures that use the CR Chart also use their own CR Size Chart for calculations involving Dodge, Resistance, Health, and Mana.
CR Size Bonus Chart
Size Category | Size Range | Size Bonus | Size Adjuster |
---|---|---|---|
Fine | <6” | -4 | +/x1/5 |
Diminutive | 6” up to 1’ | -3 | +/x1/4 |
Tiny | 1’ up to 2’ | -2 | +/x1/3 |
Small | 2’ up to 4’ | -1 | +/x1/2 |
Medium | 4’ up to 8’ | 0 | +/x1 |
Large | 8’ up to16’ | 1 | +/x2 |
Huge | 17’ up to 32’ | 2 | +/x3 |
Gargantuan | 32’ up to 64’ | 3 | +/x4 |
Colossal | 64’ up to 128’ | 4 | +/x5 |
Giant | 128’ up to 512’ | 5 | +/x6 |
Kaiju | 512’ up to 1,024’ | 6 | +/x7 |
Mountainous | 1,024’ up to 4,096’ | 7 | +/x8 |
Colonial | 4,096’ up to 16,384’ | 8 | +/x9 |
Harbinger | >16,384’ | 9 | +/x10 |
Whenever the statistics of a creature is being calculated, many different factors are considered. The first step in creating a creature is determining their Race Type and Subtypes and its size. These are determined in the Race Building tools and also provides their Senses, Offensive Traits, and Defensive Traits. Below is an example of a Creature Profile which lists all of the important information needed for a Verse Master to conduct combat.
Creature Profile
NAME CR/ASA XP
Size Mass Race
Age # Weight #
Description
STATISTICS
Str #, Dex #, Con #, Int #, San #, Emp #
Str Save #, Dex Save #, Con Save #, San Save #, Emp Save #
HP # (d + )
MP # (d + )
Physical Dodge # (+bonuses)
Spell Dodge # (+ bonuses)
PR # (+ bonuses)
SR # (+ bonuses)
CMB +#; CMD #
Init +#
Run ft
Swim ft
Fly ft
Burrow ft
Climb ft
TRAITS
Physical Traits
Defensive Traits
Offensive Traits
Spells
Abilities
Gear
Trained Skills
Senses vision, hearing, smelling (specials)
Next the creature’s statistics must be determined starting with their Ability Scores. All Ability Scores are determined by a tier system with average by Tier 0 with an Ability Score between 10 and 15, the lowest being an Ability Score of 0 at Tier -5, and the highest with an Ability Score of 44 at tier 5. These Ability Score Tiers are provided in the Ability Score section of the book and act as a guideline for determining the statistics of creatures and for Verse Masters to determine appropriate calculations and DCs for abilities and environments. The Run, Swim, Burrow, and Fly Speeds of the creature are determined the same way they are with any other creature and character and are based off of the Ability Scores using the same calculations as are the CMB, CMD, Saves, and Initiative scores.
Ability Score Tiers
Strength
Tier | Example | Scores |
-5 | Vegetable | 0 |
-4 | Insects / Diminutive | 1-2 |
-3 | Baby / Frail | 3-4 |
-2 | House Cat / Tiny creature | 5-6 |
-1 | Villager / Small creature | 7-9 |
0 | Level 1 Adventurer | 10-15 |
1 | Medium Creatures | 16-21 |
2 | Large / Dire Creatures | 22-26 |
3 | Level 20 / Huge | 27-32 |
4 | Gargantuan / Giants | 33-38 |
5 | Colossal | 39-44 |
Constitution
-5 | Dead | 0 |
-4 | Immune Compromised | 1-2 |
-3 | Clinically Ill | 3-4 |
-2 | Highly Susceptible | 5-6 |
-1 | Susceptible | 7-9 |
0 | Level 1 Adventurer | 10-15 |
1 | Hardened | 16-21 |
2 | Scavengers | 22-26 |
3 | Level 20 Adventurer | 27-32 |
4 | Lives in Filth / Is Filth / Immune | 33-38 |
5 | Water Bear | 39-44 |
Dexterity
Tier | Examples | Scores |
-5 | Tree / Paralyzed | 0 |
-4 | Goo / Flytrap / Blob | 1-2 |
-3 | Sloth/Slug | 3-4 |
-2 | Drunk | 5-6 |
-1 | Clumsy | 7-9 |
0 | Level 1 Adventurer | 10-15 |
1 | Birds / Nimble Creatures | 16-21 |
2 | Acrobatic Creatures | 22-26 |
3 | Level 20 Adventurer | 27-32 |
4 | Worms / Mobile Creatures | 33-38 |
5 | Bullet Time | 39-44 |
Sanity
Tier | Example | Scores |
-5 | Psychotic | 0 |
-4 | Schizophrenic | 1-2 |
-3 | Hysterical / Bipolar | 3-4 |
-2 | Unstable / Paranoid | 5-6 |
-1 | Mentally Ill / Easily Frightened | 7-9 |
0 | Level 1 Adventurer (Average) | 10-15 |
1 | Mentally Sound | 16-21 |
2 | Mentally Hardened | 22-26 |
3 | Level 20 Adventurer | 27-32 |
4 | Awakened | 33-38 |
5 | Enlightened | 39-44 |
Intellect
Tier | Example | Scores |
-5 | Rock/Comatose | 0 |
-4 | Unintelligent animal | 1-2 |
-3 | Average Animal | 3-4 |
-2 | Intelligent Animal (No MP) | 5-6 |
-1 | Uneducated/Magic Creature | 7-9 |
0 | Level 1-5 Adventurer | 10-15 |
1 | Well Educated | 16-21 |
2 | Highly Educated | 22-26 |
3 | Level 15-20 Adventurer | 27-32 |
4 | Genius | 33-38 |
5 | Super Genius | 39-44 |
Empathy
Tier | Example | Scores |
-5 | Sociopath | 0 |
-4 | Oblivious | 1-2 |
-3 | Susceptible | 3-4 |
-2 | Overly Emotional | 5-6 |
-1 | Gullible | 7-9 |
0 | Level 1 Advent. / Domesticated | 10-15 |
1 | Hardened | 16-21 |
2 | Unempathetic | 22-26 |
3 | Wild Animal / Level 20 | 27-32 |
4 | Reptile | 33-38 |
5 | Emotionless | 39-44 |
Once the Ability Scores of the creature are determined, the exact CR of the creature can easily be calculated using the chart above by finding the Ability Score Average(ASA) of the creature. The ASA can easily be calculated by adding all of the ability scores together and dividing it by six. For example, if a creature has the following Ability Scores: Str 19, Dex 12, Con 17, Int 4, San 12, Emp 2; then the ASA would be calculated as
ASA = (19 + 12 + 17 + 4 + 12 + 2) ÷ 6
This provides an ASA score of 11. Using the chart, we learn that a creature with an Ability Score Average of 11 has a CR of 2. The rest of the statistics are then easily determined by examining the chart and following simple formulas from here on. According to the Chart, a creature with a CR of 2 has a total experience amount of 65 when defeated in combat. If the creature whose stats are being calculated is undead and has no Constitution Score then their ASA is calculated by dividing by 5 instead of 6.
The AC and SAC are determined in using the same calculations as are used by characters however, the HP and MP use a different calculation method using the chart. Every creature receives a Hit Die (HD) just as any other character except that the HD is determined by the CR of the creature and is predetermined by the chart. For example a CR 2 creature has a HD of 1d6. The higher the CR a creature has, the greater the HD becomes. Creatures have a Size Adjustment to their HP as shown on the Size Chart above. For example, a Large Creature has a x2 Size Adjustment to their HP while a Small Creature would have a x1/2 Size Adjustment. Creatures also receive a CR Bonus to their HP and MP which is multiplied to their Health and Mana after all other bonuses are calculated. The formula to determine the HP of a creature is
HP = [(HD + Constitution Score + Bonuses) x Size Adjuster] x CR Bonus
If the creature does not have a Constitution Score, such as undead creatures, then the Sanity Score is used in its place. The MP is determined with a similar formula using the MD and CR Sanity Score as with other creatures but multiplied by the CR Bonus. However, instead of adding a Size Bonus to the MP, they receive an Age Bonus based off of the category of their age. The Age Bonuses are Child -1, Adult +0, Middle Aged +1, Old +2, and Elderly +3. The formula to determine the MP of a creature is
MP = (MD + Sanity Score + Age Bonus + Bonuses) x CR Bonus
Only creatures with sufficient Intellect Scores can use magic and therefore have Mana Pool. Creatures that have an Intellect of 6 or lower are incapable of casting magic as they are not intelligent enough to do so. This makes most animals incapable of casting magic and therefore makes calculating the MP of such creatures unnecessary.
All creatures also have a carrying capacity which is especially important for mounts that are used for travel. In order to calculate the creature’s carrying capacity, the following calculation is used:
Carrying Capacity = (Strength Score x 100) x CR Bonus
This carrying capacity includes the character’s total weight and any items and bags the creature carries additionally. Certain items help alleviate some of the burden such as saddles and carrying bags.
During combat, creatures use their basic ability scores for skills (such as Perception and Stealth) unless they are trained in a skill, listed under Trained Skills, in which case they gain a +3 bonus to the skill. When a creature attacks they are considered trained in their natural attacks and spells and any weapons they are armed with and therefore add their CR score to their attacks as well as the CR Bonus and use their natural ability scores for damage. The formula for the creature’s attack is
CR Attack = 1d20 + Weapon Bonus + CR + CR Bonus + Bonuses
While the melee damage any creature deals is calculated as
CR Melee Damage = 1 Damage Die (DD) per CR Bonus + Strength Score
And the ranged damage is calculated as
CR Range Damage = 1 Damage Die (DD) per CR Bonus + Dexterity Score
And the natural damage is calculated as
CR Natural Damage = 1 Unarmed Die (UD) per CR Bonus + Strength Score
And any spell damage is calculated as
Natural Damage = 1 Spell Die (UD) + CR Bonus per 2 MC
Spells that are based off of the caster’s Level uses the creature’s Creature Rating instead.