Creatures in MythCraft: Difference between revisions

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A creature with this trait does not suffer any penalties to its AWR while Unconscious.
A creature with this trait does not suffer any penalties to its AWR while Unconscious.


== Damage Types ==
== Damage and Resistances ==
 
=== Damage Types ===
There are three categories of Damage in MythCraft: Physical, Elemental, and Energy. Each category contains several types of damage:
There are three categories of Damage in MythCraft: Physical, Elemental, and Energy. Each category contains several types of damage:


=== <u>Physical</u> ===
==== <u>Physical</u> ====
Blunt, Sharp
Blunt, Sharp


=== <u>Elemental</u> ===
==== <u>Elemental</u> ====
Cold, Corrosive, Fire, Lightning, Toxic
Cold, Corrosive, Fire, Lightning, Toxic


=== <u>Energy</u> ===
==== <u>Energy</u> ====
Necrotic, Psychic, Radiant, Sonic
Necrotic, Psychic, Radiant, Sonic


== Resistances ==
=== Resistances ===
Many creatures might have Resist, Vulnerable, Immune, or DR. These keywords interact with damage, conditions, magic sources, and weapon types in unique ways.
Many creatures might have Resist, Vulnerable, Immune, or DR. These keywords interact with damage, conditions, magic sources, and weapon types in unique ways.


=== Resist ===
==== Resist ====
 
Resist adds the specified number to a creature’s defenses against that type of damage. When a creature with Resist X is attacked, and that attack would deal Damage or impose a Condition specified by the Resist feature or is made using a Weapon Type or Magic Source specified by the Resist feature, then the creature adds their Resist number to their Defenses, making it less likely that they are hit. If an Attack does multiple types of Damage or would do Damage and impose a Condition, this could result in separate attack values.<blockquote>'''For example''': A [[Thresher Moss]] has Resist Cold 3. If it is targeted by an ability that deals Cold Damage, then the Thresher Moss adds 3 to their relevant Defense. If the Thresher Moss is targeted by an ability that would deal both Cold Damage and Necrotic Damage, then the Thresher Moss compares the Attack Roll against its defenses +3 to determine if it takes Cold Damage, and the Attack Roll unmodified against its Defenses to determine if it takes Necrotic Damage.</blockquote>Resist is more powerful when it specifies a Weapon Type or a Magic Source, because if a creature Resists Primal then they apply their Resist to every attack roll that targets them if it is Primal Magic.
Resist adds the specified number to a creature’s defenses against that type of damage. When a creature with Resist X is attacked, and that attack would deal Damage or impose a Condition specified by the Resist feature or is made using a Weapon Type or Magic Source specified by the Resist feature, then the creature adds their Resist number to their Defenses, making it less likely that they are hit. If an Attack does multiple types of Damage or would do Damage and impose a Condition, this could result in separate attack values.<blockquote>'''For example''': A [[Thresher Moss]] has Resist Cold 3. If it is targeted by an ability that deals Cold Damage, then the Thresher Moss adds 3 to their relevant Defense. If the Thresher Moss is targeted by an ability that would deal both Cold Damage and Necrotic Damage, then the Thresher Moss compares the Attack Roll against its defenses +3 to determine if it takes Cold Damage, and the Attack Roll unmodified against its Defenses to determine if it takes Necrotic Damage.</blockquote>Resist is more powerful when it specifies a Weapon Type or a Magic Source, because if a creature Resists Primal then they apply their Resist to every attack roll that targets them if it is Primal Magic.


When an attack misses a creature and would deal 1⁄2 Damage on a miss, if the creature Resists that kind of Damage, they take no Damage instead of 1⁄2.
When an attack misses a creature and would deal 1⁄2 Damage on a miss, if the creature Resists that kind of Damage, they take no Damage instead of 1⁄2.


=== Immune ===
==== Immune ====
Creatures take no damage from the listed damage type if they are immune to it.
Creatures take no damage from the listed damage type if they are immune to it.


=== Vulnerable ===
==== Vulnerable ====
When a creature with Vulnerable X is attacked, and that attack would deal damage or impose a condition specified by the Vulnerable feature or is made using a weapon type or magic source specified by the Vulnerable feature, then the creature adds their Vulnerable number to the attack roll, making it more likely that they are hit. If an attack does multiple types of damage or would do damage and impose a condition, this could result in separate attack values, as with Resist.
When a creature with Vulnerable X is attacked, and that attack would deal damage or impose a condition specified by the Vulnerable feature or is made using a weapon type or magic source specified by the Vulnerable feature, then the creature adds their Vulnerable number to the attack roll, making it more likely that they are hit. If an attack does multiple types of damage or would do damage and impose a condition, this could result in separate attack values, as with Resist.


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When a creature innately casts a ritual or invocation, it does not need any material components to do so.
When a creature innately casts a ritual or invocation, it does not need any material components to do so.


== Recharge Abilities ==
=== Recharge Abilities ===
Some monsters have abilities that they regain on a recharge or after a set amount of time. If an ability is followed by (Recharge X), that means that after you use the ability, roll 1d6 at the start of each of the creature’s turns until you roll equal to or greater than the Recharge number. Once you do, you regain the ability and can use it on that turn.
Some monsters have abilities that they regain on a recharge or after a set amount of time. If an ability is followed by (Recharge X), that means that after you use the ability, roll 1d6 at the start of each of the creature’s turns until you roll equal to or greater than the Recharge number. Once you do, you regain the ability and can use it on that turn.


Some abilities such as the innate ability to cast specific Spells might specify 1/Day, 1/Recoup, or something similar. Monsters regain these abilities after the specified time has passed.
Some abilities such as the innate ability to cast specific Spells might specify 1/Day, 1/Recoup, or something similar. Monsters regain these abilities after the specified time has passed.