Difference between revisions of "Test Page 8"
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− | + | This section describes ''creature types'' in t20. Note that this system is a departure from standard d20, and invokes some 4e elements. | |
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− | + | =Creature Origins and Types= | |
+ | Creatures are classified into groups based on their ''origin'' - where or how they came into existence - and their ''type'', which is more descriptive of what they are. Many creatures also have a ''subtype'', which further defines them. | ||
− | = | + | ==Origins== |
− | + | The following are the possible ''origins''. | |
− | + | ||
− | + | ; Aberrant : Unnatural creatures, aberrants are those things that should not be. Whether they be from some far-flung part of the material plane, or from some utterly alien realm of existence, these creatures are bizarre in appearance and behavior, and are clearly not native to the worlds of Trinity. | |
+ | ; Elemental : Their essence composed primarily of one "element," elementals vary from living incarnations of the concept of fire itself to those races native to Trinity that are naturally suffused with the energies of a Force. | ||
+ | ; Immortal : Denizens of planes other than the prime material, immortals are beings that embody concepts like "good" or "law." They are closer to the denizens of the worlds of Trinity in that these entities come from recognized nearby outer planes. Immortals do not age and cannot die of natural causes. | ||
+ | ; Natural : Creatures born into the worlds of Trinity that have no unusual qualities about them are considered natural, and are part of the natural order of the world. | ||
− | + | ==Types== | |
+ | The following are the creature ''types''. | ||
− | + | ; Animate : Animates are objects given life or intelligence through an unusual process, be it magic raising the dead or technology creating sentient programs. Animate creatures do not need to breathe, eat, or sleep, regardless of their origin. | |
+ | ; Beast : Beasts look and act like animals, although they sometimes have a bizarre or monstrous appearance. Beasts with other origins behave in the similar instinctive ways, though they are unfamiliar to ordinary people. | ||
+ | ; Humanoid : Humanoid monsters are usually bipedal, but some have monstrous or animalistic characteristics, such as the squid-like head of an illithid or the serpentine body of a yuan-ti abomination. | ||
+ | ; Monster : A monster typically looks like a beast but acts like a person. Monsters often superficially resemble animals, sometimes with a human face or head, but are more intelligent. | ||
− | == | + | ==Subtypes== |
− | + | The following are some of the many ''subtypes''. | |
− | + | ; Animal : Animals are fairly normal non-intelligent creatures that behave in predictable ways. | |
− | + | ; Construct : Constructs are not living creatures; abilities and effects that specifically target living creatures do not work against them. Constructs do not need to breathe, eat, or sleep. | |
− | + | ; Dragon : Dragons are reptilelike creatures. Most dragons have wings as well as some kind of breath weapon. | |
− | + | ; Gigas : Giants are humanoids that are at least Large in size. | |
− | + | ; Ooze : Oozes are amorphous creatures that rely on blindsight, tremorsense, or both to discern their surroundings. They don’t suffer penalties to attack rolls or penalties to their speed while squeezing, and can't be knocked ''prone''. | |
− | + | ; Spoken : Spoken are humanoids that are considered part of the civilized world, and are called as such because of their use of language. | |
− | + | ; Plant : Plants are creatures composed of vegetable matter. They breathe and eat, but do not sleep. They are not immune to sleep effects, however. | |
− | + | ; Undead : Undead are not living creatures; abilities and effects that specifically target living creatures do not work against them. Undead do not need to breathe or sleep. | |
− | + | ; Vermin : Vermin are mindless beasts, usually with simple anatomies and bizarre psychologies. Vermin are immune to mind-affecting abilities. | |
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Latest revision as of 11:58, 26 March 2017
This section describes creature types in t20. Note that this system is a departure from standard d20, and invokes some 4e elements.
Creature Origins and Types
Creatures are classified into groups based on their origin - where or how they came into existence - and their type, which is more descriptive of what they are. Many creatures also have a subtype, which further defines them.
Origins
The following are the possible origins.
- Aberrant
- Unnatural creatures, aberrants are those things that should not be. Whether they be from some far-flung part of the material plane, or from some utterly alien realm of existence, these creatures are bizarre in appearance and behavior, and are clearly not native to the worlds of Trinity.
- Elemental
- Their essence composed primarily of one "element," elementals vary from living incarnations of the concept of fire itself to those races native to Trinity that are naturally suffused with the energies of a Force.
- Immortal
- Denizens of planes other than the prime material, immortals are beings that embody concepts like "good" or "law." They are closer to the denizens of the worlds of Trinity in that these entities come from recognized nearby outer planes. Immortals do not age and cannot die of natural causes.
- Natural
- Creatures born into the worlds of Trinity that have no unusual qualities about them are considered natural, and are part of the natural order of the world.
Types
The following are the creature types.
- Animate
- Animates are objects given life or intelligence through an unusual process, be it magic raising the dead or technology creating sentient programs. Animate creatures do not need to breathe, eat, or sleep, regardless of their origin.
- Beast
- Beasts look and act like animals, although they sometimes have a bizarre or monstrous appearance. Beasts with other origins behave in the similar instinctive ways, though they are unfamiliar to ordinary people.
- Humanoid
- Humanoid monsters are usually bipedal, but some have monstrous or animalistic characteristics, such as the squid-like head of an illithid or the serpentine body of a yuan-ti abomination.
- Monster
- A monster typically looks like a beast but acts like a person. Monsters often superficially resemble animals, sometimes with a human face or head, but are more intelligent.
Subtypes
The following are some of the many subtypes.
- Animal
- Animals are fairly normal non-intelligent creatures that behave in predictable ways.
- Construct
- Constructs are not living creatures; abilities and effects that specifically target living creatures do not work against them. Constructs do not need to breathe, eat, or sleep.
- Dragon
- Dragons are reptilelike creatures. Most dragons have wings as well as some kind of breath weapon.
- Gigas
- Giants are humanoids that are at least Large in size.
- Ooze
- Oozes are amorphous creatures that rely on blindsight, tremorsense, or both to discern their surroundings. They don’t suffer penalties to attack rolls or penalties to their speed while squeezing, and can't be knocked prone.
- Spoken
- Spoken are humanoids that are considered part of the civilized world, and are called as such because of their use of language.
- Plant
- Plants are creatures composed of vegetable matter. They breathe and eat, but do not sleep. They are not immune to sleep effects, however.
- Undead
- Undead are not living creatures; abilities and effects that specifically target living creatures do not work against them. Undead do not need to breathe or sleep.
- Vermin
- Vermin are mindless beasts, usually with simple anatomies and bizarre psychologies. Vermin are immune to mind-affecting abilities.