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Which is the best monster of this week?
  none because there are none yet xP
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jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 10:47 pm


okay for those of you who wish to be creative I will be posting the monster creation rules for both normal FFRPG and for FFT here. You can submit creatures that you make for quests and moderators will review what you have done and decide if we want to use it or not. If it is good enough perhaps it will even be put in the arena as a challenge.

Here is where you submit your very own monsters and villains for moderator approval, for either an RP or for The Arena. They will either be approved or dissapproved if they are dissapproved then we will give our reasoning and any suggestions we might have to help you edit your submission so it will be approved.
PostPosted: Fri Jan 20, 2006 11:01 pm


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jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 11:02 pm


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PostPosted: Fri Jan 20, 2006 11:04 pm


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jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 11:05 pm


Enemy Construction System

It's one of those universal laws that must be followed in order for it to exist: In order to have heroes, there was be villains. Antagonists versus Protaganists. Such is the thing that creates stories, legends, and myths. The Enemy Construction System (ECS for short) is a modified version of the Monster Construction System from the FFRPG tailor-made for the FFTS to allow GMs to create enemy units for their player characters to go up against during their campaigns. It allows for creating random human enemies as well as monsters. For the latter of the two, guidelines are included on how to go about creating your own "monster jobs" which are basically an outline of what kind of powers and stats the monster might have.

Table of Contents

Human Enemies
1) Job
2) Attributes and Stats
3) Job Skills
4) Equipment
Monsters
1) Job
2) Attributes and Stats
3) Monster Skills
Creating New Monster Jobs
FFTS Monster Job List
Chocobos
Goblins
The FFTS Monster Skill Index
Action Skills
Reaction Skills
Movement Skills
Support Skills & Weaknesses

Human Enemies

While monsters are always a possible thorn in the side in most campaigns, other humans can be just as dangerous- if not more dangerous in some ways- then any monster from your deepest nightmares. This part of the ECS deals with the creation of human enemy units. Much of this should look and sound familiar: it's just like creating a character in most ways. Just like the players, they use the jobs listed in Chapter Two: Job System. They can be squires, knights, summoners, and samurai just as the players themselves.

Along the way, I'll create a level five squire which will be used as an example of the system. All the material in italics like this is for the example character, Sam.

Step One: Jobs

The first part of creating a human enemy unit is picking their job. There are two ways to go about this. The easy way is to just root around chapter two and flat out pick one. "Hmm. I'll make this unit a chemist (Or Samurai. Or Ninja. Or Squire. Etc.)". While easy and effective, you might get into a habbit of using the same jobs frequently- not that it's bad to use some jobs more often than others. The first and second tier jobs (Squires, Chemists, Knights, Archers, Wizards, and Priests) are extremely common. For those wanting to randomly choose jobs for your enemy units, you can choose between one of the four tables below and roll for them randomly. Or you can mix the two processes (choose one job type and roll for the 2nd). All human enemies possess two job skills reguardless of the normal requirements for possessing the harder to get high level special jobs such as Samurai or Ninja. The first or "Primary" job is the one that determines equipment they can use and such while the second or "Secondary" job is used for back-up. They get 2d10 x (level x 2) JP for the main job and 1d10 x (level x 2) JP for the secondary job. From either one any skill that can normally be bought from the job can be used.

Table A (Low-Level)

Roll Roll
1-10 Time Mage
11-20 Wizard
21-30 Priest
31-45 Chemist
45-60 Squire
61-70 Knight
71-80 Archer
81-90 Monk
91-100 Thief

Table B (Common)

01-10 Summoner
11-20 Time Mage
21-30 Monk
31-40 Wizard
41-50 Knight
51-60 Archer
61-70 Priest
71-80 Thief
81-90 Oracle
91-00 Geomancer

Table C (Specialized)

01-10 Samurai
11-20 Summoner
21-30 Geomancer
31-40 Time Mage
41-50 Monk
51-60 Thief
61-70 Oracle
71-80 Lancer
81-90 Mediator
91-00 Ninja

Table D (Elite)

01-15 Bard
16-25 Calculator
26-35 Samurai
36-45 Summoner
46-55 Geomancer
56-65 Lancer
66-75 Mediator
76-85 Ninja
86-00 Dancer

Pretty straight forward affair: Sam is a squire so that'll be his primary job. For his secondary job, I use the random method using Table A and roll an 81- a monk.

Step Two: Stats

This process is no different than that which character put into attributes and stats save they get 30 attribute points plus 1 attribute point per level. The only difference is Faith and Brave. For each of these roll 3d10 and add 50. In case you need a quick refresher:

Strength: Added to damage for physical attacks
Vitality: Figures into HP.
Agility: Factors into Hit%.
Speed: Helps determine Initiative.
Magic: Added to damage for magic attacks. Factors into Magic%.
Willpower: Determines MP and M. Defense.

Hit Points (HP): [(10 + vitality) + (1d8 x level) + Vit Bonus x HP Modifier] + Armor HP Bonus
Magic Points (MP): [1d6 + 10 + willpower) + (1d6 x level) + WP Bonus x MP Modifier] + Armor MP Bonus
Hit%: 60 + (Agility x 2)%
Magic%: 60 + (Magic x 2)%
Defense: Speed x 2
M. Defense: Willpower x 2

Move: 3 + Move Bonuses (Move+1, Move+2, Move+3 etc)
Jump: 3 + Jump Bonuses (Jump+1, Jump+2, Jump+3 etc)
Brave: 45 + 3d10
Faith: 45 + 3d10

Let's see. Since Sam is level 5, he gets 5 extra points because of his level (5 x 1 = 5 extra Attribute points). So that's 35 attribute points to situate around. He's a squire so I won't bother focusing on the Magic or Willpower attributes. As a result his Attributes and combat stats come out to:

Strength: 7
Vitality: 7
Agility: 6
Speed: 6
Magic: 5
Willpower: 4

Hit%: 72%
Magic%: 70%
HP: 42*
MP: 29*
Defense: 12
M.Defense: 8

* Before Armor bonuses

So that's it for his attributes and combat stats. His Jump and Move are three both since the Squire job has no bonuses to either stat. I roll a 20 and an 11 on the two 3d10 rolls for Brave and Faith so each stat starts off at 65 and 56.

Step Three: Job Skills

At this point you'll want to determine what job skills the enemy unit will have. They get 2d10 x (level x 2) JP for the main job and 1d10 x (level x 2) JP for the secondary job. From either one any skill that can normally be bought from the job can be used.

I roll a 15 on the 2d10 and 9 on the 1d10. So Sam starts with 225 JP for squire and 135 JP for Monk. 225 is enough to get him Dash (80 JP), Throw Stone (80 JP), and Defense (50 JP). Nothing fancy but it gets things done. The 135 JP isn't enough to buy Spin Fist (the cheapest monk power) so I re-roll and scores a 33, which is enough for Chemist. As a chemist, I give him Weak Potions so that Sam can use potions if one of the PCs beat the snot out of him.

Step Four: Equipment

Having determined all the other important abilities and stats of the character, the last step is to determine what kind of weapons, armor, and accessories the character is using. The below table covers most of the basic necessities: weapon, armor, and accessories. The weapon codes means the character can have a weapon of equal power. So a level 11 human enemy could use a 1d*+2 weapon such as a Mithril Sword or a backhand whip. As for armor, the character has a suite of appropriate head, hand, and body armor. The "1th, 2nd, 3rd, etc." is for the different versions. Simple count down the lists with the first piece of armor as "1" until you get to the type of armor you're looking for. So the "3rd" suit would be a Leather Vest for instance. Be sure not to double count items that have the same price/power such as the blizzard and fire shields.

level Weapon Armor Accessories
1-5 1d* 1st 0 Gil
6-10 1d*+1 2nd 500 Gil
11-15 1d*+2 3rd 1000 Gil
16-20 1d*+3 4th 1500 Gil
21-25 1d*+4 5th 2000 Gil
25-30 1d*+5 6th 3000 Gil
31-35 2d*+1 7th 4000 Gil
36-40 2d*+2 8th 5000 Gil
41-45 2d*+3 9th 6000 Gil
46-50 2d*+4 10th 7000 Gil
50-55+ 2d*+5 11th 8500 Gil

Sam is a level 5 enemy so he's stuck with mainly low quality crap (A short sword (1d10 weapon), leather mail, gloves, and a leather helmet). The armor gives him, altogether, 20 extra hit points bringing it up to 62 HP. Sam is now complete and ready for obliteration at the hands of the player characters.

As you might have noticed, the equipment available to enemy humans is of lesser quality than most characters. This was done on purpose. If all the enemy humans had as good equipment as the players, they would be in for a long tough fight. If you want to make them sweat, roll a 1d6. On ones or sixes, the enemy human gets nothing extra. However on 5 (weapon), 4 (hand armor), 3 (head armor), or 2 (body armor), the enemy human has the next better version of the weapon or armor. In the case of Sam our test quire, he might have a Long Sword (1d10+1 weapon) or a piece of bronze armor.

Monsters

Aside from the thieves, bandits, enemy soldiers, mercenaries, and other assorted human foes, monsters are a possible nemesis in any Final Fantasy Tactics System campaign. In times where food is on short order, monsters may attack humans and there are those that are aggressive enough to try eating humans. Or maybe the monsters are being used by a more sinister force to destroy the characters. Whatever the reason, monsters are very real and very formidable problem for player characters.

Step One: Monster Job

Just like human characters, monster have their own jobs available. Job may be the wrong term to use: species would be closer to the truth. The "monster job" gives the monster a familiar set of skills which it can use against human opponents. Let's take the standard yellow Chocobo for instance. The Chocobo has Choco Attack (standard attack) and Choco Cure (heals damage). Monster Jobs also have an effect on the monster's attributes and stats (particularly HP, Move, and Jump). The next part of the ECS, the Monster Job Index, includes all the Monster Jobs from Final Fantasy Tactics.

Step Two: Stats

This part is mostly the same as with human enemies. All monster start with (30 + level) attribute points to spend as the gamemaster pleases. Be sure to keep in mind that all monster jobs have certain attribute "priorities". The priorities are the attributes that the monster job generally has more points in than other stats. For instance, Red Panthers are reknown for being fast so if a GM were creating attributes for one, its agility and speed should be higher than their other attributes. The only places where the normal formula for combats differ from humans is Hit Points, Magic Points, Damage Capacity, and Magic Damage Capacity.

Hit Points
Monsters don't have the luxury of having armor to provide them resistance to damage however, they do have their tough leathery hide. Each monster job gets an HP bonus pending how tough their hide is- the tougher the hide, the bigger the HP bonus. So a monster with a thin hide (say, a wolf or goblin) would have a lower HP bonus than a monster with an extremely tough hide such as a dragon or golem.

Armor Examples HP Bonus
Light Goblins Level x 2
Medium Ogres Level x 3
Heavy Dragons Level x 4
Extra-Heavy Golems Level x 5

Each Monster Job also has a different HP dice pending on the size of the monster. There are five heights: Small (1d6), Medium (1d cool , Large (1d10), Giant (2d6), and Huge (3d6). This HP Die is used in the below formula:

[10 + Vitality + (HP die x Level) + Vit bonus] + HP Bonus

Important Note: This formula is for regular monsters. For "Boss" power monsters, multiply their HP by (level/10, min. x 2). Yes, that's ridiculously high but then bosses are supposed to be absolute bad asses. The Lucavi from Final Fantasy Tactics often had excess of 1000 to 2000 HP.

Magic Points
Monsters, on the most part, do not use magic although they still get MPs. In the rare case of magic using monsters, they should get a MP bonus similar to the same way they gain a bonus for HP pending on how intelligent or powerful the monster is. Otherwise the formula for MP is:

[10 + Willpower + (1d6 x Level) + WP bonus] + MP Bonus (if any)

Damage Capacity & Magic Damage Capacity
Regardless of their job, All monster jobs have a +1 every eight level Damage Capacity advancement rate and a +1 every nine level Magic Damage Capacity rate. Both rates are lower than normal human rates so to give characters a chance to survive.

Brave & Faith
Just as when creating a human enemy, all monsters get 45 + 3d10 for both Brave and Faith.

Step Three: Job Skills

The last thing to do is jot down the job skills the monster has. All Monster Jobs have at least two skills- a normal attack and a back-up ability that normally does extra damage, can be used from a distance, or can be used to inflict status conditions. In addition, they get one "hidden" skill which can be used if a human ally with the monster skill support skill is within a E:3 range of the monster. Otherwise all monsters have the reaction skill Counter automatically. Weaknesses, Absorbances, Resistances, and similar support powers and weaknesses vary from monster to monster.

All the effects of Monster Skills are listed later in the FFTS Monster Skill Index

Creating New Monster Jobs

While all the monster jobs from FFT will provide plenty of variety and fun, it's a very good possibility that you might get it into your head to create your types of monsters. So the below are some guidelines for going about making up new jobs. One word of caution: The ECS, unlike the old MCS, has no system of checks & balances (say, a limit on how many powers the monster can have and how much XP you get off said monster for defeating it). That is aside that there is a limit of four action skills for any one monster job. All normal monsters have one action skill that requires a Squire with the support skill Monster Skill within a E:3 radius in order to use the power. Otherwise they get one normal attack and at least one support power such as a ranged attack, or a status attack. All monsters also have the reaction skill Counter automatically.

Appearance: Self-Explantatory- explain what the monster looks like. Must monsters are done in sets of three breeds each with slightly different colored fur, skin, or clothing.

Behaviour: The overall behaviour of the monster.

Name of the Individual Monster Job

HP Die: As based on size (Small, medium, etc.). The die in parenthesis is the die used.
HP Bonus: Based on armor & Toughness. Rated from Light to Extra Heavy
Attribute Priorities: Which Attributes the monster normally focuses on more than others.
Habitat: What kind of terrain the monster can be normally found.

Move: Self-Explanitory
Jump: Self-Explanitory

Job Skills:
List the monster's action skills here. All monsters get one normal attack, up to two support powers, and one "hidden" power that requires a Squire with Monster Skill within range of the monster.

Other Skills/Notes: Any other skills of note such as elemental resistance, absorbance, or weaknesses.

FFTS Monster Job List

The last ingredient for having monsters is to have Monster Jobs. This section covers all the monsters from Final Fantasy Tactics. Other more original monsters may eventually be place in the FFTS Optional Rules Depot.

Any monster job skill with an asterix (*) by it may be used if a squire with support skill Monster Skill

NOTE: There's only two monster jobs so far- Chocobos and Goblins. This wasn't an accident: The other monsters will be added as soon as possible once the ECS is finished.

Bombs

Appearance: A bizzarre critter, the bomb and its cousins Grenade and Explosive resemble fiery floating balls roughly a meter in diameter of red (Bomb), purple (Grenade), or dark grey (Explosive) color. All three are rather vicious looking with small eyes and a set of large jagged fangs.

Behaviour: Most people accept that bombs are not natural creatures and there is some suitable back-up in this belief. Regardless of what the bombs were originally made for, they are now a part of the ecology. More accurately, they are a set of dangerous agressive predators that will attack nearly anything they come across- including humans. While dangerous, bombs are often hunted by chemists for various oils and potions that can be created from their bodies.

Bomb

HP Die: Medium (1d cool
HP Bonus: Medium
Attribute Priorities: Strength & Vitality
Habitat: Anywhere

Move: 3
Jump: 4

Job Skills:
Bite (Normal Attack)
Self-Destruct (Does Max MP minus Current HP Damage, 30% chance to inflict the Status Condition, Oil)
Small Bomb* (Power Attack)

Other Skills/Notes:
Float, Cannot move on water, Resistance to Ice, Absorbs Fire, and Weakness to Water.

Grenade

HP Die: Medium (1d cool
HP Bonus: Medium
Attribute Priorities: Strength & Vitality
Habitat: Anywhere

Move: 3
Jump: 4

Job Skills:
Bite (Normal Attack)
Self-Destruct (Does Max MP minus Current HP Damage, 30% chance to inflict the Status Condition, Oil)
Small Bomb (Power Attack)
Flame* (Ranged Attack Lv. 3, Fire Affinity)

Other Skills/Notes:
Float, Cannot move on water, Resistance to Ice, Absorbs Fire, and Weakness to Water.

Explosive

HP Die: Medium (1d cool
HP Bonus: Medium
Attribute Priorities: Strength and Vitality
Habitat: Anywhere

Move: 3
Jump: 4

Job Skills:
Bite (Normal Attack)
Self-Destruct (Does Max MP minus Current HP Damage, 30% chance to inflict the Status Condition, Oil. R:0 E:3 V:1)
Spark (Ranged Attack Lv. 4, R:0 E:3 V:1)
Small Bomb* (Power Attack)

Other Skills/Notes:
Float, Cannot move on water, Resistance to Ice, Absorbs Fire, and Weakness to Water.

Chocobo

Appearance: The Chocobo is a large bird roughly five to six feet in height up at the shoulder. It resembles a cross between a chicken and an ostrich. Like an ostrich it has a pair of long legs with short talons on each claw although its not enough to cause severe damage. Its long beak, however, can be used to bite and peck at an opponent with enough force to break wood. There are three varieties all of which vary by color: Yellow, Black, and Red. Of the three, the Red Chocobo is rarest and most dangerous although the Black Chocobo can be equally threatening thanks to its Choco Ball attack.

Behaviour: Under normal circumstances, Chocobo rarely go anywhere near humans or even other monster- they are flightly and tend to run from the first sign of trouble. Occassionally with the case of wild chocobo you get one that might attack first and think later. Such chocobos may have been raised by goblins that got away from their owners.

Yellow Chocobo

HP Die: Medium (1d cool
HP Bonus: Light (x2)
Attribute Priorities: Speed and Agility
Habitat: Grasslands, forests, and mountains.

Move: 7
Jump: 4

Job Skills:
Choco Attack (Normal Attack)
Choco Heal (Heals damage, R:0 E:2 V:0, Heals 2d6 + magic x MDC damage) Choco Esuna* (Same as Esuna Spell)

Other Skills/Notes:
Can move in water at -1 depth (depth 2 is treated as Depth 1)
Ridable

Black Chocobo

HP Die: Medium (1d cool
HP Bonus: Light (x2)
Attribute Priorities: Speed and Agility
Habitat: Forests

Move: 7
Jump 4

Job Skills:
Choco Attack (Normal Damage)
Choco Ball (Ranged Attack, Strong (+1 DC), R:4 E:1 V:0)
Choco Esuna (Same as Priest spell "Esuna")
Choco Comet* (Magic Attack (5), R:4 E:1 V:0)

Other Skills/Notes:
Can Fly (ignore height levels)
Can move in water at -1 depth (depth 2 is treated as Depth 1)
Ridable

Red Chocobo

HP Die: Medium (1d cool
HP Bonus: Light (Level x 2 HP)
Attribute Priorities: Speed and Agility
Habitat: Mountains

Move: 7
Jump: 4

Job Skills:
Choco Attack (Normal Attack)
Choco Comet (Magic Attack (5), R:4 E:1 V:0)
Choco Heal* (Heals damage, R:0 E:2 V:0, Heals 2d6 + magic x MDC damage)

Other Skills/Notes:
Can move in water at -1 depth (depth 2 is treated as Depth 1)
Ridable

Golbins

Appearance: Goblins resemble primitive animal like humans. They are somewhat shorter than humans (4' to 5') and their choice in clothing is made up of whatever they can scavenge from raids on human travelers. They do however have a language, however more primitive than humans (it lacks a written language), and have some limited brain power. Their skin colors very from a light tan (Goblins), dark tan (Black Goblins), or Green (Gobbledecks). They have long pointed ears which stay close to the goblin's head and their nose points upward giving it a similar appearance to a pig snout.

Behaviour: There are few bigger pain-in-the-asses than Goblins. Rather than create their own goods, goblins prefer to steal them from human towns and villages. Although most goblin tribes are killed off when found by patrols, they breed like rats. A female goblin often bares two to four children at a time and the birth period is only six months (as compared to the nine months required by human mothers). Add into this the fact that goblins reach adulthood by five years, you can see an obvious problem: Goblins can breed large numbers in only a short period of time.

Goblin

HP Die: Small (1d6)
HP Bonus: Light (Lv. x 2)
Attribute Priorities: Speed and Agility
Habitat: Grasslands, Forests, and Mountains

Move: 3
Jump: 3

Job Skills:
Tackle (Normal Attack)
Eye Gouge (Hit%-20 chance to inflict blindness)
Goblin Punch* (Does Max. HP - Current HP damage)

Other Skills/Notes: None

Black Goblin

HP Die: Small (d6)
HP Bonus: Light (Lv. x 2)
Attribute Priorities: Speed and Agility
Habitat: Grasslands, Forests, and Moutains

Move: 3
Jump: 3

Job Skills:
Tackle (Normal Attack)
Turn Punch (as Monk skill)
Goblin Punch* (Does Max. HP - Current HP damage)

Other Skills/Notes: None

Gobbleduck

HP Die: Small (1d6)
HP Bonus: Light (Lv. x 2)
Attribute Priorities: Speed and Agility
Habitat: Grasslands, Forests, and Mountains

Move: 3
Jump: 3

Job Skills:
Tackle (Normal Attack)
Goblin Punch (Does Max. HP - Current HP damage)
Mutilate* (Normal attack, drains 1/2 damage as HP)

Other Skills/Notes: None

Gull

Appearance:

Behaviour:

Juravis

HP Die: ()
HP Bonus:
Attribute Priorities:
Habitat:

Move:
Jump:

Job Skills:

Other Skills/Notes:

Steel Hawk

HP Die: ()
HP Bonus:
Attribute Priorities:
Habitat:

Move:
Jump:

Job Skills:

Other Skills/Notes:

Coctrice

HP Die: ()
HP Bonus:
Attribute Priorities:
Habitat:

Move:
Jump:

Job Skills:

Other Skills/Notes:

Panthers

Appearance:

Behaviour:

Panther

HP Die: ()
HP Bonus:
Attribute Priorities:
Habitat:

Move:
Jump:

Job Skills:

Other Skills/Notes:

Cuar

HP Die: ()
HP Bonus:
Attribute Priorities:
Habitat:

Move:
Jump:

Job Skills:

Other Skills/Notes:

Vampire

HP Die: ()
HP Bonus:
Attribute Priorities:
Habitat:

Move:
Jump:

Job Skills:

Other Skills/Notes:

Monster Skill Index

For the convenience of the monster making GM, the following section provides the groundwork for creating new monster skills in a similar fashion to the powers index found in the FFRPG's MCS. We provide you with the stats and mechanics while you provide the glitz and special effects. Remember that all monster may have four job skills max and two minimum (one regular attack and one other power). The skills are all split into four parts: Action Skills, Reaction Skills, Movement Skills, and Weaknesses.

Action Skills

Attribute Pump: This is similar in some ways to job skills such as Accumulate, Yell, or Scream. The Attribute Pump allows the monster to increase one specific attribute temporarily by two points for the duration of the fight. Nasty GMs can use this to pump up certain attack related attributes such as strength or magic and give their players pure hell when the monster gets within range of them.

HP Attack: This attack does more damage pending on how hurt the character is. The main example of this is the Goblin Punch used by the Gobbledeck type Goblin. It does Max HP minus Current HP damage. So if the goblin had lost 120 HP, the attack would do 120 points of damage.

HP Drain: A variation of the normal attack that does half damage and gives the result back to the monster in the form of HP. Some examples include the Ghoul's Drain Touch or the Gobbledeck's Mutilate.

Power Attack: A Power Attack is a type of physical attack that does more damage than usual. In stat terms, it does +1 DC damage.

Normal Attack: As said about 3-4 times already, all monster start with normal attack. This can be things such as punches, kicks, claw swipes, bites, tentacles, tackles, and so on- normal physical attacks. Normal attacks do (1d6 + Level/3 + Strength) x DC damage.

Ranged Attack: This attack covers any type of attack that can be from a distance such as the Black Chocobo's Choco Ball, the Red Chocobo's Choco Comet, or the Ghoul's Throw Spirit. All Ranged Attacks are rated from 1-10 and do (level)d6 + Magic x MDC damage. Most Ranged Attacks have a range of R:4 E:1 V:0. The Effect & Vertical stats can be increased if the gamemaster requires it such as the beam effect (R:8 E:4 V:1) which goes into a straight line or a self-centered power similar to the Samurai's Draw Out or Chakra (R:0 E:3 V:1). An elemental affinity to one of the elements (fire, water, earth, air, light, or darknes) can be added to the attack.

Status Attack: The monster can inflict a status condition through the use of the attack skill. The attack does no damage and has a [Magic% - (20 + target's M. Defense)]% chance to work. Under normal circumstances, the attack must be used within melee range of the target. Suggested conditions include poison, stone, slow, stop, blindness, silence, confusion, death sentence, faith, innocent, chicken, and undead. Blood suck, death, and charm are very rare and have a lower chance to work [Magic% - (30 + target's M. Defense)]%. Those three tend to be found on extremely rare and powerful monsters such as Elmdor's demoness assassins or bosses.

Status Power: This skill allows the monster to duplicate the effects of spells such as Protect, Shell, Wall, Reflect, Haste, and Regeneration. The range is typically R:4 E:1 V:0

Reaction Skills

Counter: This is actually the only reaction skill that monsters possess. It function exactly as the Monk Reaction Skill Counter and gives the monster a chance to counter-attack when hit within melee range equal to their Brave.

Movement Skills

Float: Acts the same as the Status Condition. The character moves one Height Level higher in the air. This allows the character to walk over dangerous or otherwise hazardous terrain such as water, lava, and poison marsh as well as automatically avoid earth-based spells.

Fly: This is normally found on birds and similar monsters. It allows the monster to ignore the normal Jump requirements for moving into higher height levels. They could, essentially, move from a HL 1 to a HL 10.

Ignore Heights: Similar to Flight, the character can simply ignore the Jump requirements for moving up and down large height Levels.

Teleport: Same as the Time Mage skill. Teleport allows the character to move anywhere on the map. The only danger is that for each square beyond his normal move, there is an accumulative -5% penalty. The farther you try to teleport, the more likely it will fail.

Teleport 2: This skill is found -only- on boss power monsters as it allows them to move anywhere on the map without the stiff penalties of normal Transportation.

Support Skills & Weaknesses

Asorbance: The monster has a unique affinity to one of the elements (Fire, Earth, Water, Air, Light, or Darkness) to the point that if hit with an attack of that element, they regain HP rather than take damage.

Can't Move On Water: Under no circumstances can the monster move on water. Panthers and birds are known for having this.

Resistance: The monster has a resistance to a specific element (Fire, Earth, Water, Air, Light, or Darkness). If hit with an attack that has an affinity to that element type, it does 1/2 damage.

Ridable: A character of small or medium size can hop on the monster and ride on it. This is found on chocobos which take the place in mounted cavalry of horses and dragons.

Weakness: The monster has a special weakness to one of the six elements (Fire, earth, water, air, light, and darkness). When hit by an attack of that nature, they take double damage.

Undead: The monster was a living being whose soul or body was corrupted into living forever. Popular undead include skeletons, ghouls, vampires, and so on. All undead have the ability to reverse drain attacks- a character using a drain attack will take damage while the undead monster regains the lost HP. They also take damage from healing potions, have an absorbance of Darkness, and weaknesses to fire and light attacks.
PostPosted: Sat Jan 21, 2006 1:19 am


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jugh3ad
Captain


jugh3ad
Captain

PostPosted: Sat Jan 21, 2006 1:21 am


Dissapproved
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