Jama's Fabula Compendium
Introduction
A half dozen sessions in and I figured hosting my compendium here might be fun. So I'll be doing my monsters first, then items, and maybe some other rules at the end.
I use Random Targeting for most enemies. Well, both Random Targeting and Random Move Selection. I have 4 players so I've assigned each of them a suit in a deck of cards, and I portion out the deck with the number lining up with how many attacks the monster has. So if a monster in the fight has 5 Actions that aren't passive, I put in the 4 aces, 2s, 3s, etc and draw each turn. I redraw when I hit a Covered person or if they're a creature with 3 moves and I pull a 4, for example.
These aren't all the monsters I've used, just ones I've made. Things I take from the Fultimator Compendium or the book won't be listed.
Monsters
Level 5
Name: Blue Blob
Species: Elemental
Traits: Fluid, Growthborn, Mindless, Moves in packs.
Description: A blue amorphous ball spat out by the Growth during
Stats & Attributes: DEX: d10, INS: d8, MIG: d8, WLP: d6
HP: 50/25 MP: 45, Init: 9, Def+0, M.Def: +0
Affinities: VU: Fire, RS: Ice, IM: Poison
Actions: Glob - Ranged Attack - DEX+INS HR+10 Ice damage.
Crash - DEX+MIG - HR+5 Physical
Spells: Frostbite - 5 MP - INS+WLP - One Creature - Target takes an additional 5 damage from all Ice sources for the remainder of the scene.
Special: Absorb: When in Crisis, a Blob can absorb another Blob in Crisis, add it's HP and MP to it's own.
I then repeated for Fire and Wind, with Affinities changing to (RS Fire, VU Ice) and (RS Air, VU Bolt). Attacks and spell changed accordingly.
Name: Poor Rat
Species: Humanoid
Traits: Ratfolk, Desperate, Easily Shaken, Underhanded
Description: A rat serving in Lennox Fontaine's pirate crew out of desperation. They are frantic and try to take whatever they can before scurrying back to the safety of their ship.
Stats & Attributes: DEX: d10, INS: d8, MIG: d8, WLP: d6
HP: 60/30, MP: 35, Init: 12,
Affinities: VU: Bolt, Light, Poison, RS: Fire, Ice
Actions: Rusted Sabre: Dex+MIG +1 HR+6 Physical. Opportunity: Target suffers Poisoned.
Worn Bow: Dex+Dex, HR+8 Physical
Spells: None
Special: Parting Pilfer: Roll an opposed DEX+WLP. On a success, steal 1 IP from the target. For every 3 points you clear the opponent by, steal an additional IP. Rats will attempt to flee the turn after stealing.
Rat Pack (Passive) - Deal an additional 1 point of damage for each Ratfolk in Crisis, including itself.
Name: Pyre Rat
Species: Humanoid
Traits: Ratfolk, Aggressive, Reckless, Short Tempered
Description: A ratfolk in Lennox Fontaine's crew who specialise in fire magics
Stats & Attributes: DEX: d6, INS: d10, MIG: d6, WLP: d10
HP: 50/25 MP: 55, Init: 8, Def+0, M.Def: +0
Affinities: VU: Air, Dark, Earth. RS: Fire, Ice
Actions: Flame Lob - Ranged Attack - DEX+INS HR+9 Fire damage.
Bonk - WLP + WLP +1 - HR+6 Physical - Opportunity: Target is Dazed
Spells: Ignis - INS+WLP - 10 MP (up to 3 creatures) HR+15 - Opportunity: Target suffers Shaken
Elemental Shroud - 5 MP (Up to 3 creatures) - Choose a damage type, Air Bolt, Earth, Fire or Ice. Until this spell ends, each target gains Resistance against the chosen damage type.
Special: Rat Pack: This creature deals 1 additional damage for each Ratfolk in Crisis, including itself.
Burning Brain: This creature is immune to Dazed and Shaken
The Ratfolk were fun. They've seen a few non-pirate ratfolk, but I felt like these were fun ones to use for a pirate attack.
Name: Putrid Grenade (Unused right now)
Species: Elemental
Traits: Hair Trigger, Retaliatory, Levitating
Description: A greenish-brown sphere with a menacing face comprised of acidic gasses and sludgy solids.
Stats & Attributes: DEX: d8, INS: d8, MIG: d10, WLP: d6
HP: 70/35 MP: 35, Init: 8, Def+2, M.Def: +1
Affinities: VU: Physical, Bolt, Dark, RS: Earth, Fire, IM: Air, Poison
Actions: Ram - DEX+MIG - HR + 5 Physical
Spells: Foul Air - INSP + WLP - 10 MP - Up to 3 Creatures - Each target hit by the spell suffers Poisoned.
Special: Explode - Only usable if Grenade has Grown twice. The Grenade detonates, defeating itself and dealing 30 Air damage to every participant in the Conflict.
Grow - If the Grenade isn't attacked during a round, it Grows, increasing the damage it's attacks do by 5 and changing the damage type to Air. Stacks up to two times.
Retaliatory - The Grenade targets whoever most recently damaged it. If nobody has damaged it, it targets randomly.
The next set of enemies is to represent the different elements, so you can imagine them with weaknesses, damage types, secondary effects on their spell, etc all shifted. The thing that's true for them is that at this point, they're weak to their own element. The Bollare is the mark placed on creatures by the various elemental Terminals. This specific enemy represents ones who have been corrupted almost fully by it, not quite turned full monster but have lost their grip on personhood as they are consumed by the foul magics.
Name: Haggard Bollared (bolt)
Species: Humanoid
Traits: Weak, Jumpy, Scared, Unstable
Description: Bollared are those marked by the magical Terminals in the world. They bear the bollare and the world is adjusting to their presence in the world.
Stats & Attributes: DEX: d8, INS: d8, MIG: d8, WLP: d8
HP: 50/25 MP: 45, Init: 8, Def+0, M.Def: +0
Affinities: VU: Bolt RS: Earth
Actions: Bash - DEX+MIG - HR+10 Physical
Panicked Pulse - WLP+DEX - HR+5 Bolt - Ranged, targets M.Def.
Spells: Static - INS+WLP - 5 MP - Up to 3 creatures - Targets take HR+10 Bolt damage and are Dazed
Special: Huddle - When in Crisis, the Haggard Bollared deals 5 Bolt damage to anyone who targets them with a melee attack.
Level 10
Now we're getting into early bosses and villains, starting with one they saw recently.
Name: Magic Containment Robot
Species: Construct
Traits: Metallic, Insulated, Obedient
Description: A security bot devised by the Magic Academy Research Institution of Yuventus to serve as emergency security when something goes wrong. They have been modified to be more electricity resistant, due to the proximity of the Bolt Terminal.
Stats & Attributes: DEX: d8, INS: d12, MIG: d6, WLP: d6
HP: 50/25 MP: 50, Init: 10, Def+0, M.Def: +0
Affinities: VU: Air, Ice RS: Bolt, Earth IM: Poison
Actions: Flash Shot (Ranged) - INS+DEX+1- HR+5 Light damage, the target is Dazed
Detaining Strike - MIG+DEX +3 - HR+5 Physical Damage
Spells: Siphon - WLP+INS+1 - 10 MP - One Creature - HR+15 Light damage and recover half damage as HP.
Taser Tether - INS+DEX+1 - 10 MP - 1 creature - HR+15 Bolt damage and target is Slowed
Special: Suppression Spray - DEX+INS vs Defense of each opponent. Targets hit receive a 4 step clock, ticked once. Clock ticks 1 step at the end of every Round, or if the target is hit again by Suppression Spray. Once clock fills, target skips their next Turn.
This next one I made after I had fired up FFX for a bit and wanted to make a template of some of the more armored opponents. It's illegal by current NPC creation rules, since he is using a piece of Armor to bolster his defense while still being slow. Current rules removed the ability to take the Equipment skill for monsters. Sad day.
Name: Carapicer
Species: Monster
Traits: Armored, Rugged, Round, Solitary
Description: Armored round enemies who look like a ball when their arms are wrapped around them, but the arms look like small wings when extended.
Stats & Attributes: DEX: d6, INS: d8, MIG: d10, WLP: d8
HP: 70/35 MP: 50, Init: 4, Def = 11, M.Def: +0
Affinities: VU: Earth, Ice RS: Air, Fire
Actions: Rollout - MIG+DEX+1 - HR+5 Physical
Cyclone Rollout - MIG+DEX+2 - HR+9 AIR damage - Only usable if the monster Guarded the previous turn.
Whirling Pinball - DEX+DEX+1 - HR+5 Air damage - Target suffers Dazed. Only usable in Crisis
Spells: None
Special: Cyclone Guard - When this monster Guards, reduce damage taken by 2 (before applying affinities). Melee attacks against the target while guarding inflict 10 Air damage on the attacker.
Slow and Steady - The creature is immune to Poisoned and Enraged.
Now we're onto Bosses and Villains. Let's get crackin'. First we got element changing BlackGarurumon, which the party found hilarious when I dropped the token on the board.
Name: Tigrowth - Level 10 Elite
Species: Beast
Traits: Amorphous, Afraid of Fire, Loyal, Tenacious
Description: A beast summoned from the Growth's fluctuating magics, sent after the party by a mysterious man who was present during the Bollare incident there.
Stats & Attributes: DEX: d10, INS: d8, MIG: d10, WLP: d6
HP: 140/70 MP: 40, Init: 14, Def+2, M.Def: +1
Affinities: VU: Air, Fire RS: Earth, Poison
Actions: Bite - DEX+MIG+1 - HR+10 physical.
Howling Blaster - DEX+INS+1 - HR+5 Earth - Targets M.Def
Spells: Howl - 10 MP - Up to 3 Creatures - Until the spell ends, each gains a +1 to Accuracy checks.
Variabolt - INS+MIG+1 - 15 MP - Up to 3 creatures - The damage type of variabolt depends on the form, either Earth Ice or Bolt.
- Earthbolt: HR+10 Earth damage
- ArcBolt - HR+15 Bolt - Target suffers Dazed
- Rimebold - HR+15 - Target suffers Slow
Special: Form Change - When in Crisis, the Tigrowth alternates between different forms at the end of their turn, going from Earth to Ice to Bolt forms.
- Earthen Form - Default abilities and stats listed, immune to Poisoned
- Frigid Form - RS Ice, Light, VU Fire, Bolt - Immune to Slow
- Skycracker Form - RS: Bolt, Air VU: Fire, Earth - Immune to Dazed
To face cast the next guy, just think Rukey from Pyre (play Pyre).
Name: Lennox Fontaine (Level 10 Elite)
Species: Humanoid
Traits: Ratfolk, Brash, Charming, Daring
Description: The captain of a pirate crew, he leads his men with panache and bravery. Tall for a ratfolk, measuring about 4 feet tall, he wields his pistols with a grin on his face.
Stats & Attributes: DEX: d10, INS: d6, MIG: d8, WLP: d8
HP: 120/60 MP: 60, Init: 10, Def+2, M.Def: +3
Affinities: VU: Air, Bolt, Poison RS: Dark, Earth, Ice
Actions: Dual Pistols - DEX+INS+1 - HR+13 Physical.Spells:
Spells: None
Special: Bullet Spray - Self - 10/20 MP - Make an Attack with Multi 2/3
Shape Up - Each other ratfolk recovers from 1 Status Effect.
Get in here! - Make a WLP+WLP check. On a 7+ receive reinforcements with their HP set to their Crisis score.
- 7-9 - 1 Poor Rat arrives
- 10-12 - 2 Poor Rats arrive
- 13+ - 2 Poor Rats and 1 Pyre Rat arrive.
Rat Pack - Deal one additional point of damage for each Ratfolk in Crisis, including itself.
Equipment: Pistol, Combat Tunic.
OK! We've hit the end of custom creatures, for now. I'm fine tuning their next boss, but uh... I think a Champion 4 might be a little much. We'll see. Onto the next step.
Items
I am still trying to figure out how to do Armor, Weapons, and Accessories right, in terms of their Zenit cost.
Since two players aren't using Custom Weapons, I tried to come up with something to replicate the weapon progression in normal JRPGs, you know, the Wood -> Bronze -> Iron -> Steel -> Silver etc etc. So far I've just given prefixes for different elemental weapons they can buy if they want to stop dealing Physical. I have the progression path for them, with different bonuses for each element. Air weapons go from Breezy to Soaring to Winged, for example, and start gaining bigger Accuracy bonuses starting at stage 2, with Winged having a decent Accuracy boost and slight Damage boost. Bolt weapons go from Shock to Storm to Tempest, gaining large damage boosts, but suffering Accuracy penalties. I always liked Lightning as the swingiest damage type in games like Diablo so I went that route.
Weapons
Prefix | Cost | Effect |
Any base level elemental | +100 | Deal [Element] Damage |
Cerulite | +100 | +1 Accuracy |
Aether | +100 | Target's M.Def |
Soaring | +200 | +1 Accuracy, Air Damage |
Winged | +600 | +2 Accuracy, +2 Damage, Air |
Storm | +100 | +4 Damage, -1 Accuracy, Bolt |
Tempest | +400 | +8 Damage, -2 Accuracy, Bolt |
Night | +200 | Target M.Def, +2 Damage, Dark |
Umbral | +400 | Target M. Def, +4 Damage, Dark |
Tremor | +200 | +2 Damage, Earth |
Gaia | +600 | +4 Damage, Earth, Opportunity on Attack Crit; All enemies suffer Shaken. |
Blazing | +200 | +2 Damage, Fire |
Inferno | +500 | +4 Damage, +1 Accuracy, Fire |
Blizzard | +200 | +2 Damage, ice |
Tundra | +600 | +4 Damage, Ice, Opportunity on Attack Crit: All enemies suffer Slow |
Shimmering | +300 | +1 Accuracy, Target M.Def, Light |
Radiant | +500 | +2 Accuracy, Target M.Def, Light |
Power Staff | 250 | WLP+MIG HR+10 - swapped second WLP and added damage |
Chromatic Pistol | 600 | DEX+INS+1 HR+8 - When hit by off. spell, choose Fire, ice, Air or Bolt. This weapon deals that damage until damage by another off. spell. |
Lightningrod (H. Spear) | 700 | DEX+MIG HR+12 - Bolt, ignore Res. |
Weedwhacker (Shuriken) | 650 | DEX+INS HR+8 Deal +5 Damage to Plants, +4 Damage. |
Armor
Here I went more bespoke armor.
Armor | Cost | Notes |
Flexible Bronze Armor | 600 | Def: 11, M.Def INS, Init -1 (up from -3) |
Reassuring Jacket | 600 | Immune to Shaken, Def +1, M.Def +1, Init -1 |
Chemist Cloak | 400 | Def: +1, M.Def +2, Init -2, Potions you make with IP heal an additional 5 HP |
Healer's Frock | 350 | Def+1, MDef+1, Whenever you take the Inventory action recover 5 HP or MP |
Pocket Cloak | 350 | Def+2, MDef+0, Init-1 - Once per rest, reduce IP cost of the Inventory action by 1. |
Marble Plate | 800 | Def: 11, MDef+0, Init -3 - Resistance to Earth damage |
Ailing Leathers | 450 | DEF+2, MDef+1 INIT-1, +1 bonus to Hinder attempts |
Obstructor's Shield | 400 | Def+2 MDef+0 - When you Protect an ally, if the attack misses you entirely, inflict 5 points of Dark damage to the attacker, 10 at level 30. |
I feel alright with most of them. Wondering if the pocket cloak should just reduce IP for any IP action once, to make it more valuable to Tinkerers and other IP using classes.
Accessories
Accessories are where I try to entice my players to take certain actions. So naturally they ignored these and went straight to status immunity ones as soon as possible.
Name | Cost | Effect |
Silver monocle | 400 | Gain +2 to Study checks against Monsters, Plants, and Undead. |
Brass monocle | 400 | Gain +2 to Study checks against Beasts, Constructs, and Humanoids |
Plumed Hat | 350 | The first time you take a Status after a rest, recover 5 HP |
Novice's Scouter | 300 | When you study an enemy for the first time, if you roll 10+, recover 5 MP |
Purging Ring | 500 | Once per rest, if this ring is equipped through the Equipment action, recover from all Status Effects. |
Virulent Sash | 400 | When you successfully Hinder, your next melee attack gains Multi 2, or one additional Multi (up to 3) |
Sharpshooter's Eye | 750 | Ranged weapon attacks deal 5 extra damage (10 at 30) |
Magus' Eye | 500 | Arcane Weapons deal 5 additional damage (10 at 30) |
You can tell I want them to actually Study things huh. The Plumed Hat might get nudged to 400, but heal 5 HP the first time you take EACH status between rests, for a total of 30 HP if you get hit with everything, but we'll see.
I need to make more accessories to help when they hit resistances, or immunities, or if they take skill checks though.
The Purging Ring might be undercost, but I figured taking up a whole action, plus it being once per rest should have a lower cost.
Consumables
Name | Cost | Effect |
Shell Tonic | 400 | Gain Resistance to Physical damage until the end of the scene |
Purging Elixer | 750 | Remove all status effects |
Hindering Cream | 400 | Remove all positive effects from an enemy |
Miasma | 900 | Inflict Poisoned on all enemies on the scene |
So that's it for now! I hope to keep this updated as I go, maybe. We'll hope so.
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