Spirit Creation Rules
Sept 21, 2018 18:27:04 GMT -6
Post by Amanojyaku on Sept 21, 2018 18:27:04 GMT -6
Step-By-Step Spirit Creation Guide
0. Create Concept
1. Choose Your Level
2. Starting Scores
3. Choose Spirit Type
4. Spend Bonus Points
5. Finishing Touches
Step 0: Create Concept
Come up with what you want to make. A dragon? A zombie? A zombie dragon? All of these and more are within the realm of possibility here. This step is optional, but can help make the next sections go by quicker.
Step 1: Choose Your Level
For making spirits, level works to give you a good idea of how strong you want your spirit to be. It also determines how many points you have to work with for creating a spirit of your own.
Step 2: Starting Scores
Spirits get a number of characteristic dots based on their level. Instead of the usual 9 characteristics, spirits use only 3: Power, Finesse, and Resilience.
Power: How strong the spirit's Strength, Intelligence, and Charisma are.
Finesse: How strong the spirit's Dexterity, Wisdom, and Fellowship are.
Resistance: How strong the spirit's Constitution, Willpower, and Composure are.
A spirit's characteristics have a hard cap equal to their level + 2. They will also be abbreviated as POW, FIN, or RES.
In terms of skills, a spirit starts with proficiency in a number of skills equal to their level + 1. Instead of spreading dots into skills, spirits add their level in rolled dice to any rolls involving a skill on their skill list.
Step 3: Choose Spirit Type
Spirits fall under 5 major families, or Types. Pick one from the options below. Any armor gained from a Type can be improved with BP.
Animal: Wild beasts, typically of the ferocious sort. They get two traits from the Wild Shape/Improved Wild Shape list and a natural weapon with the following profile; 1k1 R or I, Melee, Brawling.
Construct: Automatons of all makes and models. They have Auto-Stabilized and Machine (2).
Daemon: Ephemeral entities made up of emotions, dreams, ideas, and sometimes other things. They gain Stuff of Nightmares and either Daemonic or Phasing.
Race: These 'spirits' are just people, or at least look like them at a distance. They gain a characteristic bonus, two skills, and a racial power from a race of choice.
Undead: The living challenged, often raised by black magic. They gain the Undead trait and either Mindless OR Fear (2). Any Fear bought with BP adds to the existing Fear Rating.
Other: If you can't fit your spirit into any other category, use this. Your monster gains three Bonus Points.
If your feel your spirit would fall under two or more Types, you can spend three Bonus Points (see below) to gain another one.
Step 4: Spend Bonus Points
To further personalize your spirit, you may spend Bonus Points on special benefits to make them stand out more. The amount of Bonus Points your spirit has is equal to the number characteristic dots they gain from their level.
Feat: Any feat costs 1 Bonus Point. As a rule of thumb, a spirit should only have feats that can be accessed from a class equal to their level or lower. There can be exceptions, but try not to get too wild with them. A spirit cannot take any feat that would allow it to create, summon, or control another spirit.
Trait 1: You can buy any Trait from the Wild Shape or Improved Wild Shape list for 1 BP.
Trait 2: You can purchase Auto-Stabilized, Daemonic, Phasing, or Stuff of Nightmares for 2 BP.
Fear (X): Fear costs one BP per level, to a limit of the spirit's level.
Armor/Aura: You can purchase Armor or Aura for your spirit. Every 2 points of Armor or Aura cost 1 Bonus Point. They do not stack with other sources of Armor or Aura.
Spell: The spirit gains a spell, casting it with the appropriate characteristic + level instead of the normal focus power test. The spell's BP cost is equal to it's spell level divided by 2 (rounding up). Unless otherwise stated, the normal casting rules apply. A spirit cannot cast any spell that would allow it to create, summon, or control another spirit.
Inheritance: The spirit comes with some extra baggage, such as a personal weapon or a phantasmal motorscooter. This is treated as the Inheritance Background for the purposes of giving the spirit items. At SM discretion, items that are expended or destroyed replenish themselves the next time the spirit makes an appearance.
Extra Skill: The monster is proficient in another skill. Costs 1 BP.
Hindrance: The spirit gains a Hindrance, in exchange for another bonus point. Like with player characters, you can only stick up to two Hindrances onto a spirit.
Other: For any other features you might want to throw on your spirit, use common sense and eyeball it. I can only cover so many things on my own. Just don't give it Unnatural Toughness, and you should be good to go.
Step 5: Finishing Touches
Lastly, there's a bunch of other crap that needs to be calculated.
Size
A spirit can have any size appropriate for what it's supposed to be. For abstract beings that aren't based on anything solid or tangible, start at 3 and modify the size by up to the spirit's level as needed.
Static Defense
10 + (FIN * 6) - (2*Size)
Hit Points
RES * 4
Mental Defense
5 + (5 * RES)
Resolve
RES * 2
Speed
POW + FIN
Initiative
FIN + RES
Resilience
(Size + Level)/2 + 1
Resource
Spirits have a generic resource they can draw from called Resource. They can use it for generic resource purposes as if they were an Exalt. If your spirit actually is an Exalt, you might as well ignore this and use the normal calculation for their Resource Stat. Alternately, you can choose to forgo your spirit's Resource and get an extra Bonus Point to spend on other things. A spirit recovers one point of Resource every hour.
Spirit Mechanics
For the most part, spirits resolve conflicts much like normal characters do. Characteristic rolls and saving throws are made with their characteristics, and skill tests are made with (Level+Characteristic)k(Characteristic) if proficient. If not proficient, the spirit faces the normal penalties for attempting (or being unable to attempt) the skill test.
The difference lies in how they make attacks. A spirit rolls and keeps 2 + half its level (round up) against their target's static defense when they are attacking with a skill they are proficient with, plus rolled dice equal to its level if proficient with the weapon it's using, as normal. If they are not proficient in the attacking skill, roll and keep one die, which does not explode. A spirit is proficient with its unarmed strikes and any weapons it has as part of its inheritance.
Other than that, spirits made with these rules are intended to function in accordance with the standard Dungeons: The Dragoning 40,000 7th Edition ruleset.
0. Create Concept
1. Choose Your Level
2. Starting Scores
3. Choose Spirit Type
4. Spend Bonus Points
5. Finishing Touches
Step 0: Create Concept
Come up with what you want to make. A dragon? A zombie? A zombie dragon? All of these and more are within the realm of possibility here. This step is optional, but can help make the next sections go by quicker.
Step 1: Choose Your Level
For making spirits, level works to give you a good idea of how strong you want your spirit to be. It also determines how many points you have to work with for creating a spirit of your own.
Level | Characteristic Dots | Characteristic Dot Cap | Starting Skills | Generic Resource |
1 | 4 | 3 | 2 | 3 |
2 | 6 | 4 | 3 | 6 |
3 | 8 | 5 | 4 | 9 |
4 | 10 | 6 | 5 | 12 |
5 | 12 | 7 | 6 | 15 |
Step 2: Starting Scores
Spirits get a number of characteristic dots based on their level. Instead of the usual 9 characteristics, spirits use only 3: Power, Finesse, and Resilience.
Power: How strong the spirit's Strength, Intelligence, and Charisma are.
Finesse: How strong the spirit's Dexterity, Wisdom, and Fellowship are.
Resistance: How strong the spirit's Constitution, Willpower, and Composure are.
A spirit's characteristics have a hard cap equal to their level + 2. They will also be abbreviated as POW, FIN, or RES.
In terms of skills, a spirit starts with proficiency in a number of skills equal to their level + 1. Instead of spreading dots into skills, spirits add their level in rolled dice to any rolls involving a skill on their skill list.
Step 3: Choose Spirit Type
Spirits fall under 5 major families, or Types. Pick one from the options below. Any armor gained from a Type can be improved with BP.
Animal: Wild beasts, typically of the ferocious sort. They get two traits from the Wild Shape/Improved Wild Shape list and a natural weapon with the following profile; 1k1 R or I, Melee, Brawling.
Construct: Automatons of all makes and models. They have Auto-Stabilized and Machine (2).
Daemon: Ephemeral entities made up of emotions, dreams, ideas, and sometimes other things. They gain Stuff of Nightmares and either Daemonic or Phasing.
Race: These 'spirits' are just people, or at least look like them at a distance. They gain a characteristic bonus, two skills, and a racial power from a race of choice.
Undead: The living challenged, often raised by black magic. They gain the Undead trait and either Mindless OR Fear (2). Any Fear bought with BP adds to the existing Fear Rating.
Other: If you can't fit your spirit into any other category, use this. Your monster gains three Bonus Points.
If your feel your spirit would fall under two or more Types, you can spend three Bonus Points (see below) to gain another one.
Step 4: Spend Bonus Points
To further personalize your spirit, you may spend Bonus Points on special benefits to make them stand out more. The amount of Bonus Points your spirit has is equal to the number characteristic dots they gain from their level.
Bonus | BP Cost |
Feat | 1 |
Trait 1 | 1 |
Trait 2 | 2 |
Fear (X) | X |
Armor/Aura (2X) | X |
Spell Spell | Level/2 (Rounding up) |
Inheritance | Dots/2 (Rounding up) |
Extra Skill | 1 |
Hindrance | -1 |
Other | Special |
Feat: Any feat costs 1 Bonus Point. As a rule of thumb, a spirit should only have feats that can be accessed from a class equal to their level or lower. There can be exceptions, but try not to get too wild with them. A spirit cannot take any feat that would allow it to create, summon, or control another spirit.
Trait 1: You can buy any Trait from the Wild Shape or Improved Wild Shape list for 1 BP.
Trait 2: You can purchase Auto-Stabilized, Daemonic, Phasing, or Stuff of Nightmares for 2 BP.
Fear (X): Fear costs one BP per level, to a limit of the spirit's level.
Armor/Aura: You can purchase Armor or Aura for your spirit. Every 2 points of Armor or Aura cost 1 Bonus Point. They do not stack with other sources of Armor or Aura.
Spell: The spirit gains a spell, casting it with the appropriate characteristic + level instead of the normal focus power test. The spell's BP cost is equal to it's spell level divided by 2 (rounding up). Unless otherwise stated, the normal casting rules apply. A spirit cannot cast any spell that would allow it to create, summon, or control another spirit.
Inheritance: The spirit comes with some extra baggage, such as a personal weapon or a phantasmal motorscooter. This is treated as the Inheritance Background for the purposes of giving the spirit items. At SM discretion, items that are expended or destroyed replenish themselves the next time the spirit makes an appearance.
Extra Skill: The monster is proficient in another skill. Costs 1 BP.
Hindrance: The spirit gains a Hindrance, in exchange for another bonus point. Like with player characters, you can only stick up to two Hindrances onto a spirit.
Other: For any other features you might want to throw on your spirit, use common sense and eyeball it. I can only cover so many things on my own. Just don't give it Unnatural Toughness, and you should be good to go.
Step 5: Finishing Touches
Lastly, there's a bunch of other crap that needs to be calculated.
Size
A spirit can have any size appropriate for what it's supposed to be. For abstract beings that aren't based on anything solid or tangible, start at 3 and modify the size by up to the spirit's level as needed.
Static Defense
10 + (FIN * 6) - (2*Size)
Hit Points
RES * 4
Mental Defense
5 + (5 * RES)
Resolve
RES * 2
Speed
POW + FIN
Initiative
FIN + RES
Resilience
(Size + Level)/2 + 1
Resource
Spirits have a generic resource they can draw from called Resource. They can use it for generic resource purposes as if they were an Exalt. If your spirit actually is an Exalt, you might as well ignore this and use the normal calculation for their Resource Stat. Alternately, you can choose to forgo your spirit's Resource and get an extra Bonus Point to spend on other things. A spirit recovers one point of Resource every hour.
Spirit Mechanics
For the most part, spirits resolve conflicts much like normal characters do. Characteristic rolls and saving throws are made with their characteristics, and skill tests are made with (Level+Characteristic)k(Characteristic) if proficient. If not proficient, the spirit faces the normal penalties for attempting (or being unable to attempt) the skill test.
The difference lies in how they make attacks. A spirit rolls and keeps 2 + half its level (round up) against their target's static defense when they are attacking with a skill they are proficient with, plus rolled dice equal to its level if proficient with the weapon it's using, as normal. If they are not proficient in the attacking skill, roll and keep one die, which does not explode. A spirit is proficient with its unarmed strikes and any weapons it has as part of its inheritance.
Other than that, spirits made with these rules are intended to function in accordance with the standard Dungeons: The Dragoning 40,000 7th Edition ruleset.