Nexus Creatures
From Nexus D20 Wiki
Creature Types
Each creature type has several types listed in their own file. Special traits of that creature or the whole creature type are listed there.
Beast - Normal animal or variation on a natural animal. It could be a large cat but still functions as a cat.
Demons - This includes Demons and their gods - the Great Old Ones.
Elemental Races - This includes many races such as Dwarves, Gnomes, Naga, and Salamari, etc.
Fey - An Ancient race called the Seelie created several other races to serve them. This includes the Elves, Centaurs, and many other races. They are divided into the Summer and Winter courts.
Magical Construct - This is something like an elemental construct or a golem.
Magical Beasts - These are various magical and intelligent creatures. This includes things like Dragons and such
Robot - This is a mechanical construct with some sort of Artificial Intelligence.
Sentients - Natural sentient creature such as a Human or Vulcan.
Spirits - These are non-corporeal entities.
Undead - This is a creature that exists between life and death
Mooks
Mooks are generic NPCs. They are the soldiers and cannon fodder of the bad guys that they send at you in waves. They don't need a detailed entry. You just need enough information to run them quickly.
First off you need to decide what level of NPC you want to use. You don't need to think in terms of making these NPCs exactly the same level as your PCs. There are three general levels for NPCs: Novice, Trained, and Veterans.
Think in terms of the following: 5/10/15. Novice characters will have a +5 to relavent skills, Trained characters will have a +10, and Veterans will have a +15. Add 10 for the saves they should have. Use toughness 4 for non combatants and 8 for combatants.
Assume that they have the necessary feats to do what they would normally do. I don't usually give Hero Points or Social Points to NPCs either. The Toughness is based on a medium standard character. If the scale is different then remember to subtract 2 and add ½ of the light damage threshold rounded down.
Their equipment will be determined by the setting and tech level. Most people in a town would be Novice or Trained. In a military you will have a greater chance to encounter Veteran characters but they should be rare and usually of a fairly high rank. If you are dealing with experienced troops then they will all be Trained with some Veteran. If you are dealing with special forces or palace guards or something like that then they will all be Veteran.
Scale
|
Scale |
|
Standard (A) |
Strong (B) |
Mighty (C) |
|
||||
|
|
|
Size |
Str |
Wounds |
Str |
Wounds |
Str |
Wounds |
Defense |
|
9 |
Colossal |
35-70 ft. |
+20 |
35/70/105/140 |
+25 |
70/105/140/175 |
+30 |
105/210/315/420 |
6 |
|
8 |
Gargantuan |
21-35 ft. |
+15 |
22/44/66/88 |
+20 |
44/66/88/110 |
+25 |
66/132/198/264 |
7 |
|
7 |
Huge |
14-21 ft. |
+10 |
14/28/42/56 |
+15 |
28/42/56/70 |
+20 |
42/84/126/168 |
8 |
|
6 |
Large |
7-14 ft. |
+5 |
7/14/21/28 |
+10 |
14/21/28/35 |
+15 |
21/42/63/84 |
9 |
|
5 |
Medium |
5-7 ft. |
+0 |
5/10/15/20 |
+5 |
10/15/20/25 |
+10 |
15/30/45/60 |
10 |
|
4 |
Small |
21/2 - 5 ft. |
-2 |
4/8/12/16 |
+0 |
8/12/16/20 |
+5 |
12/24/36/48 |
11 |
|
3 |
Tiny |
1-21/2 ft. |
-4 |
3/6/9/12 |
-2 |
6/9/12/15 |
+0 |
9/18/27/36 |
12 |
|
2 |
Diminutive |
1/2 - 1 ft. |
-6 |
2/4/6/8 |
-4 |
4/6/8/10 |
-2 |
6/12/18/24 |
13 |
|
1 |
Fine |
< 1/2 ft. |
-8 |
1/2/3/4 |
-6 |
2/3/4/5 |
-4 |
3/6/9/12 |
14 |
Most natural creatures will be Standard or Strong. Some supernatural creatures will be strong or mighty.
Toughness
The base toughness for any creature is half their light wound threshold rounded up. Creatures that focus on Fortitude have their Toughness either equal to their Light Wound Threshold or 1 ½ times. Light Armor, thick hide or thick fur can take it up one half step. Hard armor will go up a full step.
Descriptors
Attitude
The creature's attitude reflects how aggressive it is as well as it's base Willpower.
Defensive – fights to defend itself and will flee
Directed – Fights because it is directed to and no other reason
Hungry – Fights to feed and that is all
Hunter – Fights to bring down the prey and will pursue over time
Intelligent – Fights for complex reasons
Opportunistic – Fights when it can get something out of it, especially against weaker creatures
Organized – Fights based on a plan and an authority
Territorial – Fights to defend territory and will back off when you leave
Vicious – Fights because they are mean and will often fight to the death
Mobility
Slow – The creature is slow and not very mobile. Defense is Size + Upgrade. Any movement is a slow action. Dex is +0
Average – The creature is mobile for it's size. Defense is Size + Upgrade +2. Two attacks. Dex is +2.
Quick - The creature is unusually fast for it's size. Defense is Size + Upgrade + 4. Movement is a fast action. Three attacks. Dex is +4.
Lightning – The creature is incredibly fast. Defense is Size + Upgrade + 6. Movement is a free action and they have four attacks. Dex is +6
Complexity
This is sort of a measure of the intelligence of the creature. It is more of a measure of the complexity of the species in terms of what kind of technology that they can use.
Simple – These creatures are without significant tool use and will not use technology. Int -4
Smart – These creatures are capable of basic tool use and can mimic others but are not independently creative. Int -3
Primitive – These creatures are capable of making basic tools and can hunt in complex ways. Int -2
Low Tech – They are familiar with swords and armor and can fight in a group. Int -1
Standard – They are capable of dealing with modern equipment but they may more may not be familiar with any particular piece of technology. Int +0
High Tech – They are familiar with advanced technology and physics. Int +2
Roles
A creature's role is how it acts in combat. Different creatures do different things.
Brute – Brutes rely on Toughness and up close attacks. They intimidate, charge, and attack.
Artillery – Artillery creatures attack at range and have less armor. They try to stay out of reach of their targets when they attack.
Lurker – Lurkers use it and run tactics. They charge, attack, and then move again each turn.
Soldiers – Soldiers use formations and work together. They fight and cover each other as a mass.
Controller – Controllers control other creatures to do their fighting for them. They could be a leader type or a manipulator.
Harrier – Harriers are evasive attackers that operate in packs.
Skills and Saves
Creatures focus on some things and ignore others.
Novice – This is a young creature without a lot of experience. +5 on best rolls and defenses.
Adult – This is an adult of this creature type. +10 on best rolls and defenses.
Veteran – This is an older version of this creature. Reduce the Mobility level by one by +15 on best rolls and defenses.
Attacks – Predators will focus on this. Prey animals may only go up to a +5 at max. Some creatures are a bit between these.
Reflex – Prey focus on this. Some predators do to.
Fortitude – Some animals focus on this as a defense. Some are simply tougher.
Willpower – Predators will have more then most prey animals but larger herbivores may also have a high willpower.

