AIOGM-Monster Knowledge

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Monsters, much like PCs and NPCs, can strengthen themselves by holding high-ranking weapons and shields, or even magical variants thereof.

Switching Equipment

For monsters equipped with weapons, it's possible to change the Accuracy and damage of a weapon by changing the specific weapon being held. Some abilities may also be changed in this manner, as they would end up using the weapons being held.

Numerical Changes based on Weapon Type
Weapon Type Numbers Changed
Sword, Axe No Changes
Spear, Warhammer Accuracy -1, Damage +2
Mace, Staff Accuracy +1, Damage -2
Thrown, Bow, Crossbow Ranged Attack Possible, Damage -2
Numerical Changes based on High-Quality Equipment
Equipment Type Numbers Changed
Magical Swords, Other Magic Weapons Accuracy +1, Damage +2
Shields, etc. Evasion +1, Defense +1

Adding or Changing Unique Skills

As a GM, you are free to give monsters unique skills they did not have before, as well as replacing existing abilities with others. These could be custom abilities created out of whole cloth, or they could be abilities that already exist, pulled from another monster.

If the new unique skill has references to Resistances, determine the value by using the following tables. Multiple different effect elements should be averaged out, if only to make the final determination a little easier on the GM.

Guidelines for Determining Values for Unique Skills
Effects and Use of Unique Skill Reference Value Guideline
Gives target a penalty ML+2 ~ ML+3
Effect is negated if resisted ML+1 ~ ML+2
Effect has half effect even if resisted ML±0 ~ ML+1
Damages a wide range of targets ML+1 ~ ML+2
Damages a single target ML+2 ~ ML+3
Has an Effect outside a Major Action ML±0 ~ ML+1
Effects and Use of Unique Skill Standard Value Modifier
Cannot be used continuously +1
Has a cumulative effect -1
Multiple segments -1
Is a Drake, Daemon +1
Monster Level 10+ +1

※1: [ML] in the table refers to the Level of the Monster with the unique skill.

※2: When using fixed values, add "7" to the reference value.

For example, let's say you wish to give a Sahagin the "Poison Claw" ability of a Wight. "Poison Claw" is an ability that "is negated if resisted", "damages a single target", and "has an effect outside a Major Action" (as it causes damage in addition to the normal attack's damage). Thus, for the 2nd Level Sahagin, "Poison Claw" would have a Standard Value of 3 (10).

Altering the type of damage a unique skill does, or altering the damage type a monster is weak to, is possible, but must be done with care to not unbalance a monster's power.

Combat with NPCs

When fighting humanoid NPCs with specific character data, a Monster Knowledge check can still be made to figure out how strong that NPC is. The target for that check is going to be the character's Adventurer Level +3, and if successful the target's race, classes (and levels), and any equipment will be known. Named equipment can be determined by a subsequent Appraise check to determine what abilities it has. Upon defeat, the NPC will award (Adventurer Level x 10) experience points.

Humanoid Monsters

Humanoid monsters are written using Humans as the baseline, but can be changed to any humanoid race. One of the key differences is the different racial traits available. Humans are given [Sword's Salvation/Change Fate], so if a humanoid monster is changed to a different race, change the racial trait appropriately.

Humans

Stat Changes: None
Racial Traits: [Sword's Salvation/Change Fate] Once per day on any Skill Check, Damage Calculation, or Loot Determination, you can switch the face on the rolled 2d to the opposite side. A die roll of [1] becomes [6], [2] becomes [5], and [3] becomes [4].

Elves

Stat Changes: Damage -1, Magic Power +1, HP -5, MP +5
Racial Traits: [Sword's Salvation/Gentle Water]: Can breathe and vocalize underwater, and does not receive penalties for moving while underwater.

Dwarves

Stat Changes: Accuracy +1, Evasion -2, Defense +2
Racial Traits: [Sword's Salvation/Flame Body]: HP and MP are not reduced by any Fire-type effects.

Tabbits

Stat Changes: Accuracy +1, Evasion -2, Magic Power +2, MP +5
Racial Traits: None

Runefolk

Stat Changes: None
Racial Traits: [HP Conversion]: In exchange for reducing your HP a certain number of points, you recover that same number of MP. The conversion requires 10 seconds (1 round), and can only be used once a day.

Nightmares

Stat Changes: Accuracy +1, Magic Power +1
Racial Traits: [Weakness]: When damaged by a silver weapon or a damaging effect of one of (Fire, Water/Ice, Wind or Earth) type, increase that damage by +2 points.

Shadows

Stat Changes: Accuracy +1, Evasion +1, MP -5, Willpower +3
Racial Traits: None

Lildraken

Stat Changes: Evasion 02, Defense +2, HP +5
Racial Traits: [Sword's Salvation/Wings of the Wind]: Fly for a total of 1 minute (6 rounds) per day. While flying, increase Accuracy and Evasion by +1.

Grassrunners

Stat Changes: Damage -4, Evasion +2, No MP
Racial Traits: [Mana Interference]: If a Grassrunner succeeds on a Willpower check against a spell, they will be completely unaffected (even if the spell says otherwise).

Newmen

Stat Changes: Accuracy -1, Evasion -1, Defense -2, Magic Power +2, HP -5
Racial Traits: [Child of Magic]: If a Spellcasting check is automatically successful (i.e. the roll is double [6]'s), no MP is spent.

Changing a Monster's Strength

In order to strengthen a monster (increasing its level) or weaken a monster (decreasing its level), there are a lot of numbers that need to be changed.

When changing a monster's level, it is recommended that any change only be by a single level either way (i.e. either the monster's level +1 or the monster's level -1). Larger changes are much harder to keep balanced, and players may have false expectations due to the appearance of the monster, but that's not to say that such changes absolutely cannot happen.

Strengthening Monsters

A monster may be strengthened in a number of ways, such as "training under a powerful master", "obtaining special occult knowledge", or even "is a mutant". When strengthening a monster, the following monster statistics are increased by +1:

  • Reputation/Weakness (Rep/Weak)
  • Initiative
  • Fortitude
  • Willpower
  • Accuracy
  • Evasion
  • Magic Power (if any)
  • Standard Values of Unique Skills (if any)

Once those are increased, then the GM may choose to increase either the monster's HP by +2, or increase both the HP and Defense by +1. This is in addition to the extra +5 HP and +2 MP the monster receives from increasing by a level.

Other statistics, such as Movement Speed and Weak Points, remain unchanged.

Special Equipment

As mentioned above, monsters may have different equipment from what their stat block shows. While changing a monster's weapons and equipment doesn't increase their level, increasing a monster's level does mean they are more likely to have stronger weapons and equipment to bring to bear in combat.

Weakening Monsters

Monsters may also be weakened, decreasing their level and overall power. Such reasons for this occurring could be "child of the species", "already injured", "detrimental mutations", or "is unfinished (for Constructs)". When weakening a monster, all of the statistics listed in "Strengthening Monsters" are instead decreased by the same number. A number cannot be less than 0, and Standard Values always have 7 added to them.

Changing Abilities and HP Reduction

It's possible to weaken monsters by taking away any beneficial unique skills they may have. Additionally, detrimental abilities can be added in order to weaken a monster. Even halving a monster's HP (rounded up) without changing other numbers is enough to weaken a monster. Depending upon the monster, these changes may have different effects, so they should be carefully balanced for each monster.

Alternate Basic Divine Spells

While Barbarous can become priests, able to learn and cast divine spells, some spells are unavailable to them due to their very natures. At the same time, Priests of the Malevolent Gods have a few different spells in their arsenal than those of the Gods of Light.

Specifically, the 1st level spell "Banish", as well as the 4th level spells "Sacred Weapon" and "Sacred Shield", the 11th level spell "Surrender", the 12th level spell "Sacred Field", and the 13th level spell "Erase Soulscar" are not learned.

Instead, the 1st level spell "Fear", the 4th level spells "Vice Weapon" and "Vice Shield", the 11th level spell "Resignation", the 12th level spell "Vice Field", and the 13th level spell "Instant Soulscar" are learned in their place.

Div 1 Fear 3MP
Target 3m Radius/5 Range/Area 30m/Target Duration Instant Resist Neg
Strikes fear into the hear of Humanoids.
Effect: For each Undead or Humanoid in the area that fails to resist, roll 2d6 and consult the table below to determine Fear's effect.
Fear Effects
Die Effect
2-4 The target panics and goes berserk. For 30 seconds (3 rounds), it receives a +2 bonus to Accuracy and a -2 penalty to Evasion. If the target has an intelligence score, it cannot use any actions that require reason or cast any spells.
5-9 The target is consumed by fear, slowing its movements. For 3 minutes (18 rounds), it receives a -1 penalty on all Accuracy, Evasion, and other action checks.
10-12 The target flees. If it cannot flee, it cowers in fear and cannot take any Major Actions for ten seconds (1 round). After that round, it can act normally again.


Div 4 Vice Weapon 3MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist -
Imbues the target's weapon with divine power that harms Humanoids.
Effect: The target's melee and ranged weapon attacks receive a +1 bonus to Accuracy and deal +2 physical damage when attacking an Undead or Humanoid creature.


Div 4 Vice Shield 4MP
Target One Character Range/Area 10m/Target Duration 3 minutes (18 rounds) Resist Neg
Invokes a divine shield on the target that wards off Humanoid attacks.
Effect: The target takes -3 physical damage from attacks by Humanoid and Undead creatures.


Div 11 Resignation 13MP
Target One Character Range/Area Touch/- Duration Instant Resist Neg
Dampens the fighting spirit Type Psychic
Effect: Targets who fail to resist this spell will receive a -4 penalty to their Accuracy and Spellcasting checks when one of the targets is a Barbarous. If the target has more than 1/10th of their Maximum HP remaining, this spell does not work.


Div 12 Vice Field 20MP
Target 100m Radius Range/Area Self/- Duration Instant Resist -
Creates a barrier blocking those hostile to your god
Effect: The target area has a barrier formed around it, preventing any humanoid or Undead from passing through. This barrier also prevents any spells or abilities from humanoids or Undead form passing through as well. This barrier does not move with the caster; once the spell is cast, the caster is free to move and the barrier will remain where it is.

When this spell is cast, if there are any humanoids or Undead already within the area of this spell, the barrier will not form. Additionally, if this effect overlaps with the range of a Sacred Field spell, both spells' effects end immediately.


Div 13 Instant Soulscar 20MP
Target One Character Range/Area 30m/Target Duration 1 minute (6 rounds) Resist Temp
Gives the target a temporary soulscar, weakening humanoids and strengthening Barbarous
Effect: The target receives one soulscar for a split second. Depending upon the target, this spell will act differently:

If the target is a humanoid, then they must roll a die at the beginning of their next turn. If the result is 3 or less, then no movement or Major Actions may be taken that turn.
If the target is a Barbarous, then they must roll a die at the beginning of their next turn. If the result is 4 or greater, that Barbarous may take two Major Actions that turn.


Gods of the Barbarous

Barbarous follow the gods of the Second Sword, Ignis. When using a Barbarous character that is a Priest, choose which god the Barbarous follows, and grant them the appropriate spells. The gods introduced here are unavailable for PC Priests to choose from.

Ancient Gods

"God of War", Dalkhrem

The oldest and most powerful of the gods given power by Ignis. For more information, refer to the first rulebook.

Major Gods

"Goddess of Decay" Bragzabas

A major god born during the War of the Gods, Bragzabas is the master of poisons, illnesses and rot. Often seen as a beautiful woman with a mysterious smile, there are other depictions showing fetid wings and rotten tails.

During the War of the Gods, she suffered greatly at the hands of those enlightened by the First Sword, Lumiere. In retaliation, she crafted a plague so vile that even the other gods powered by Ignis could see the true evil inside Bragzabas' heart.

Reveling in turmoil and despair, she delights in spreading death and disease indiscriminately. Her followers see these acts and follow in her footsteps, trying to kill as many as they can and dedicating their own soul to the goddess. However, despite appearing to be carefree and wild, Bragzabas is incredibly crafty, and often has brutal plans being secretly carried out by her followers.

"Immortal God" Metissier

The god of death and immortality, Metissier is a blasphemous god, seeking to control over an army of immortals himself. Often depicted as a thoughtful, handsome young man, there are some who show Metissier as an older, muscular and robust man. Those who yearn for immortality no matter the cost can find solace among his worshipers, and occasionally even power-mad sorcerers, self-centered and corrupt, will take up worship of Metissier.

Irredeemably scarring the souls of his followers to the point where they become undead, he looks to see if the power granted by such gifts can be collected into a single vessel for his own use. By following Metissier, a Barbarous Priest is taking steps to try and become immortal themselves. Perhaps as a by-product of this path, or perhaps by failing their quest, these priests are accompanied by a number of various undead.

Those that succeed in their quest for immortality become Nosferatu, and even go so far as to consider themselves "nobles" among the Barbarous. Such nosferatu tend to settle in the castles and labyrinths they grew up in originally, surrounding themselves with throngs of undead servants.

"Mad God" Laris

A mysterious god, his origins are shrouded in mystery.

As they have a far different, nearly alien, way of thinking and set of morals, daemons are almost exclusively followers of Laris. Their worship is exceedingly incomprehensible for humanoids or Barbarous, and so the power of the Mad God is extremely difficult to acquire. And powerful he is indeed, allowing even the undead to return the dead to life, making Laris one of the most powerful gods in Raxia.

Due to the various contracts and binding magics, daemons are often unable to act on their own desires. However, when unleashed upon Raxia and given Laris' protections, the actions of these daemons is both incredibly cruel and amazingly reckless. Despite the risks of following the Mad God, there are those humanoids and Barbarous who have slipped into the embrace of madness, and these few have been able to learn of Laris and his power.

Specialized divine spells of Dalkhrem, God of War

Div 2 War Cry 6MP
Target 6m radius/20 Range/Area Self/- Duration 10 seconds (1 round) Resist Neg
Raise a savage cry, uplifting allies and frightening foes. Type Psychic
Effect: All Barbarous within the area of effect deal an extra +2 physical damage with melee and ranged attacks.


Div 4 Frenzy 8MP
Target 6m radius/20 Range/Area Self/- Duration 3 minutes (18 rounds) Resist Neg
Extinguishes fear and drives all affected into a blind fury. Type Curse
Effect: All those affected by this spell will fight to the death so long as they detect any characters hostile to them. While affected by Frenzy, a character cannot be affected by any Psychic-type effects, and they increase all damage dealt (physical or magical) by +2 points.


Div 7 Berserk 8MP
Target Caster Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
Fly into an anger-fueled rage. Type Psychic
Effect: While affected by this spell, the caster increases their Accuracy, Fortitude and Willpower by +3 points, as well as dealing an extra +6 physical damage with all melee attacks. However, they also receive a -3 penalty to their Evasion, and cannot cast any other spells.

Casting this spell is a Minor Action.


Div 10 Troops of Ignis 20MP
Target 6m radius/20 Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist -
Grants the target Dalkhrem's blessings.
Effect: If the target is a Barbarous, that character can use Dalkhrem's Specialized Divine Spells up to 7th level for the duration of this spell. If this spell's duration would expire while another spell is active, the spell remains active for its total duration.


Div 13 Fatal Explosion 22MP
Target 6m radius/20 Range/Area Self/- Duration Instant Resist Half
Call upon Dalkhrem's power to create a massive attack Type Bludgeoning
Effect: Deals Power 80 + Magic Power damage.


Specialized divine spells of Bragzabas, God of Decay

Div 2 Wounding Word 2MP
Target One Character Range/Area 30m/Target Duration Instant Resist Half
Speak a word so vile it hurts the target. Type Poison
Effect: Deals Power 0 + Magic Power damage.


Div 4 Rot 5MP
Target One Character Range/Area Touch/- Duration Instant Resist Neg
Rotting touch damages the body and ruins herbs. Type Poison
Effect: Deals 6 damage. Additionally, if the target fails to resist this spell, any held medicinal herbs and potions decay and are rendered useless.


Div 7 Disease 10MP
Target 6m radius/20 Range/Area 10m/Target Duration 3 days Resist Neg
Causes disease in those affected. Type Disease
Effect: A vile disease, those affected reduce their Dexterity, Agility and Strength by -6 points (this cannot reduce an attribute to 0 or less), as well as reducing their HP by -1. If the target has fixed values, instead they take a +6 to their movement speed, and a -1 to their Accuracy and Evasion.

This disease can only be cured by effects that remove Disease-attributes, such as "Cure Disease".


Div 10 Poison Mist 15MP
Target 6m radius/20 Range/Area Self/- Duration Instant Resist Neg
Creates a deadly fog, hiding the caster. Type Poison
Effect: A poison mist fills the area, dealing Power 10 + Magic Power poison damage to all in the area. Additionally, if a character fails to resist this spell, they are blinded for 30 seconds (3 rounds), and if they are in a battlefield, the next Major Action they take during their turn must be "Flee the battlefield". Characters with "Magic" or "Mechanical" Perception are immune to being blinded and driven away, but will still receive damage.


Div 13 Pollution 17MP
Target 100m radius Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Can't
Makes the area and everything within more susceptible to poison and disease
Effect: All characters within the spell receive a -3 penalty to resist all Poison- and Disease-type effects. The land within range becomes barren, and any non-character plants in the spell's range will immediately die. The land remains fallow for a year, and nothing will grow until then.


Specialized divine spells of Metissier, God of Immortality

Div 2 Self Regeneration 3MP
Target Caster Range/Area Self/- Duration 3 minutes (18 rounds) Resist -
With divine blessings, regenerate your own HP.
Effect: Recover 3 HP at the end of your turn. This healing also affects Undead and Constructs.


Div 4 Steal Life 6MP
Target One Character Range/Area 10m/Target Duration Instant Resist Neg
Drains the target of vitality, restoring it to the caster. Type Curse
Effect: Deals Power 10 + Magic Power damage. The caster then recovers HP equal to the total damage dealt. This healing also affects Undead and Constructs.


Div 7 Summon Undead 12MP
Target Any Point Range/Area 10m/Target Duration 1 hour Resist -
Calls an Undead monster and gives it directions.
Effect: An Undead monster, whose level is equal to or lower than the Priest level of the caster, is summoned to the area the caster desires. The called undead will follow the caster's directions for the duration of this spell, after which they will revert to their own instincts.


Div 10 Raise Dead 20MP
Target One Corpse Range/Area Touch/- Duration Instant Resist -
Resurrects the dead.
Effect: This can only be cast on a corpse, which will return to life if successful. The Target Number for this spell is equal to the days elapsed since death. This spell takes an hour to cast.


Div 13 Unholy Soil 50MP
Target 100l of soil Range/Area Touch/- Duration Permanent Resist -
Desecrate soil with unholy power Type Curse
Effect: If the caster would die, or otherwise have their body destroyed, their spirit will seek out this specially prepared ground, and create a new body from the soil. The character will still receive a soulscar as with a normal resurrection, and their MP will remain as it was when they died, but this new body will be in perfect health, and their HP will be restored to its maximum.

If this spell is cast on a new target, the previous target becomes inert soil.

This spell takes one day to cast.


Specialized divine spells of Laris, God of Madness

Div 2 Mana Sink 5MP
Target One Character Range/Area 10m/Target Duration Instant Resist Half
A sudden mental attack, preventing the use of magic. Type Curse
Effect: Deals Power 0 + Magic Power damage to the target's MP.


Div 4 Deafness 8MP
Target One Character Range/Area 10m/Target Duration Instant Resist Neg
Seizes mana around the target's ears, preventing them from hearing. Type Curse
Effect: The target's hearing is lost for 3 minutes (18 rounds).


Div 7 Summon Aetherbeast 6MP
Target Any Point Range/Area 10m/Target Duration Permanent Resist -
Summon and control an Aetherbeast.
Effect: Call an Aetherbeast to the spot directed by the caster. Directions are given by the caster as a Minor Action, but left undirected the Aetherbeast will act on their own desires.


Div 10 Summon Insects 10MP
Target One Character Range/Area 30m/Target Duration 3 minutes (18 rounds) Resist Temp
Conjures poisonous and stinging insects around the target. Type Poison
Effect: At the end of your turn, the target is dealt Power 10 + Magic Power damage. This damage cannot critical. If this spell isn't Temp, the target automatically fails any Willpower checks from damaging spells with "Resist: Half" or "Resist: Neg".

If the target is subject to a wide range of spells, such as Fire, Water/Ice, Wind, Earth, Bludgeoning and Energy type spells, the insects will be driven away, and this spell's effect will end.


Div 13 Call Daemon 20MP
Target Any Point Range/Area 10m/Target Duration Instant Resist -
Summons a daemon from another world.
Effect: Calls a Daemon Level 13 or lower to assist the caster. The summoned Daemon cannot use a Major Action on the turn they are summoned, but will act on their own initiative every turn thereafter.