GM-CR2Rmva

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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, Devil +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.

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.