Creatures

Creatures are any non-human, non-plant/fungi living thing. There are many types of creatures but all are governed by the information contained in this page.

Types

  • Animals: Non-Magical. E.g., Wolf.
  • Beasts: Magical. E.g., Werewolf.
  • Beings: Magical. humanoid. E.g., House elf
  • Spirits: Magical. Undead

Stats

Creature stats will be different than human stats. There will be overlap in places and not in others.

  • Size: Five size categories ranging from very small (1; Mouse) to huge (5; Dragon)
  • Magical Status (either magical or non-magical). This has little affect other than determining whether the animal is common in the muggle world.
  • Sentience: Creatures can be non-sentient, semi-sentient, or sentient. Semi-sentient creatures may be able to communicate with humans but are limited in their overall sentience. Sentient creatures can communicate with humans freely. Non-sentient creatures cannot communicate other than perhaps basic command understanding (i.e., Dogs).
  • Heavy Wound Capacity (Death stat): The amount of damage (number of heavy wounds) the creature must sustain to be killed. Creatures cannot be knocked unconscious like humans. They will die when they reach their heavy wound capacity.
  • Human social skills: For the purposes of checks like persuasion or social perception, some creatures will have some human social skills ability. This is equivalent to the social skills that humans use and can be used exactly the same ways as social skills checks (unless the social rules dictate otherwise).
  • Social Rules: special rules dictating how the human social skills can be used.
  • Beastial intelligence: Some animals are dumb relative to other animals (e.g., sloths vs. elephants). This value determines their overall intellect relative to other creatures.
  • Human intelligence: This is exactly the same as human intelligence
  • Agility and Speed: Each creature will have agility and speed values for ground, water, and air. “NA” values mean that the creature is effectively incapacitated when in the water or on the ground and will fall if in the air.
  • Magical resistance: Many creatures will have a magical resistance on them. When cast upon, the caster must better that magical resistance value in order to do any damage to the creature. Otherwise, the creature will simply absorb the damage without being affected by it.
  • Spellbook: Certain creatures will have their own spellbook and may use any spell from it at any time.
  • Damage of time duration: When a human sustains disease/toxic/poison damage, they will sustain X amount of damage in a given amount of time. This stat dictates how often they will sustain X damage.
  • Attacks
    • Name: The name of the attack
    • Damage type: The type of damage done. See Damage Types
    • Damage Amount: The amount of damage done when the attack succeeds. If disease/toxic/poison damage, the damage is done only after the Damage over time duration has been met. If the DoT is 3 blocks, you won’t take that damage until 3 blocks have passed. Then, you’ll take that damage every 3 blocks until healed.
    • Attack Mechanic: determines whether the attack happens automatically or must be rolled to be completed.
    • Associated Value: If the attack is automatic, the associated value is the number that must be beat for a dodge or block to successfully occur. If the attack is a threshold roll, the associated value is the number that must be beat for the attack to be successful. The value rolled will be the value that must be beat to successfully dodge or block.

Associated Pages

  • List of creatures
  • Submit a creature
  • Submit creature parts
    Note: These are things you could take off of the creature like a feather, wing, tooth, talon, blood.
  • Submit Creature Spells
    Note: These spells should be different than witch/wizards spells. If the creature in question uses witch/wizard spells, they should have “sentient” checked in the creature page and should have Books added which contain the spells they know.
  • Submit a creature’s spellbook (i.e., Goblin spellbook or Elf spellbook)
    Note: The spellbook is a super category of spells. So, first submit all the spells you will want in your spellbook. Then, come back and add them to the spellbook. After you’re done constructing the spellbook, you can add it to the creature itself.