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Creature Statistics

The document outlines the standardized statistics for various natural and supernatural creatures, including their Rings, Traits, Initiative, Attacks, Defense, and Special Abilities. It specifies the limitations of creatures without a Void Ring and lists common Special Abilities such as Boost, Fear, and Invulnerability. Additionally, it details how certain abilities impact a creature's interactions in gameplay, including Wound management and resistance to magical effects.

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0% found this document useful (0 votes)
28 views1 page

Creature Statistics

The document outlines the standardized statistics for various natural and supernatural creatures, including their Rings, Traits, Initiative, Attacks, Defense, and Special Abilities. It specifies the limitations of creatures without a Void Ring and lists common Special Abilities such as Boost, Fear, and Invulnerability. Additionally, it details how certain abilities impact a creature's interactions in gameplay, including Wound management and resistance to magical effects.

Uploaded by

izakixxx
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Creature Statistics

The world is home to many types of natural and supernatural creatures. For the sake of consistency, creatures are presented
in a standardized format that contains the following information:
Rings/Traits: Creatures have Rings and Traits in the same manner as humans. Most non-human creatures do not have a
Void Ring, although a few do (albeit under a different name). Creatures that are native to the Shadowlands also have a
Taint Rank, which is permanently set at their current rank. Native Shadowlands creatures do not gain any benefit from
their Taint Rank and cannot “embrace the Taint” to enhance their physical rolls.
Initiative: The creature’s standard Initiative roll is listed here. Besides a creature's Air, Initiative may also be impacted by
other factors such as unusual quickness, unusual slowness, or otherworldly nature.
Attacks: The creature’s normal attack roll is listed here. If it has more than one kind of attack, they will be listed
separately. This also lists whether the creature’s attack is considered a Free, Simple, or Complex Action.
DR: The creature's DR for their attack is listed here. If it has more than one kind of attack, the DR for each will be listed
separately. Besides a creature's Strength, DR may also be impacted by other factors such as sharp claws or other abilities.
Defense TN: The creature's Defense TN and whether they are wearing armor (if any) are listed here.
Reduction: The creature's Reduction (if any) and any altered Reduction from specific attacks (if any) are listed here.
Wounds: The creature's Wound Ranks and dice penalties (if any) are listed here. Besides a creature's Earth, Wound Ranks
may also be impacted by other factors such as unusual toughness, unusual weakness, or otherworldly nature.
Skills: The creature's Skills and Skill Ranks (if any) are listed here.
Special Abilities: The creature's unusual abilities or attacks and Standard Special Abilities (if any) are listed here.

Creatures Without Void


A creature that does not have a Void Ring cannot spend Void Points, cannot assume the Center Stance, cannot perform an
Iaijutsu duel, cannot perform other actions associated with Void, and cannot be affected by any game effects that target the
Void Ring or Void Points. In addition, the creature's maximum Raises on any roll are limited by its lowest Trait.

Standard Special Abilities


These special abilities are found on many different creatures and are listed here for convenient reference.
Boost: Creatures with Boost are considered to have a higher Fire Ring, one rank higher for each rank of Boost they
possess, for purposes of calculating how many Simple Actions they may take on their Turn.
Fear: A creature with a Fear ability automatically inflicts it at the beginning of any skirmish before initiative is rolled.
Huge: A Huge creature cannot be Grappled or targeted with the Knockdown or Push Maneuvers and will not initiate a
Grapple with others unless it has ranks in the Wresting Skill.
Invulnerability: A creature with Invulnerability takes normal Wounds only from invocations, nemuranai, and weapons
composed of jade, crystal, or obsidian, or from certain kinds of attacks. Against any other attack, the creature only takes 1
Wound, no matter how powerful the blow. If a creature has both Reduction and Invulnerability, the effects of
Invulnerability are applied after those of Reduction.
Magic Resistance: This functions in the same manner as the Magic Resistance Advantage.
Spirit: Spirit creatures in Ningen-do (Realm of Mortals) take half Wounds from any invocation (or other magical effect)
and weapon or other physical attack that does not contain jade, crystal, or obsidian.
Swift: Creatures with Swift are considered to have a higher Water Ring, one rank higher for each rank of Swift they
possess, for purposes of calculating movement speed with their Move Actions.
Undead: An Undead creature cannot suffer Wound dice penalties and is also immune to Fear effects of any kind, as well
as to any invocation, Skill, or Technique that attempts to influence the mind or emotions.
Primal: A creature with this ability does not have Composure and cannot be affected by any game effects that target
Composure or Stress.

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