Monster Training

General and advanced skills that characters can have or learn.

Monster Training

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by Hal_Emmerich July 5th, 2015, 2:00 am
Monster Training

Catching a Monster

There are two ways to catch a monster. In some cases, it may be best to befriend a monster, which is done as an attack using Will Power + Monster Training (calm monster bonus applies). Certain monsters will have Favored Items that will significantly impact the DC of catching a monster, these generally require research and investigation to discover. The alternative is by brute force – weakening the monster to the point of exhaustion and using a capture device (generally a pokeball). Different devices require different levels of exhaustions (as a rule, the more expensive the device, the less injured the creature must be).

Training a Monster
A trainer may raise a monsters base stats 20% for every 5 levels of Monster training by putting in hard work and practice with their monster. A GM may also award a one time discretionary 10% boost for monsters which have been shown extra care and attention. The DC to raise a stat 5% is based on how far it has progressed, and must be done over the course of one week (this is, after all, intensive training). At least 1/5th of the DC must be made on each roll to attain any progress at all, and only one stat/ability for every 10 monster trainer levels can be trained at a time.

DCs to Make:
0->5%: DC 80
5%->10%: DC 100
10%->15%: DC 120
15%->20%: DC 140
20%->25%: DC 160
25%->30%: DC 180
30%->35%: DC 200
35%->40%: DC 220
40%->45%: DC 240
45%->50%: DC 260
50%->55%: DC 280
55%->60%: DC 300
60%->65%: DC 320
65%->70%: DC 340
70%->75%: DC 360
75%->80%: DC 380
80%->85%: DC 400
85%->90%: DC 420
90%->95%: DC 440
95%->100%: DC 460
100%->105%: DC 480
105%->110%: DC 500
110%->115%: DC 520
115%->120%: DC 540
120%->125%: DC 560
125%->130%: DC 580
130%->135%: DC 600
135%->140%: DC 620
140%->145%: DC 640
145%->150%: DC 660
150%->155%: DC 680
155%->160%: DC 700
160%->165%: DC 720
165%->170%: DC 740
170%->175%: DC 760
175%->180%: DC 780
180%->185%: DC 800
185%->190%: DC 820
190%->195%: DC 840
195%->200%: DC 860
Prices for training are determined by a monster’s statistics
Wherever that value falls in its respective chart determines the training cost for each Attribute.
GM’s can also set prices in special cases.
(i.e.: A Monster with a Dodge Roll of 46-60 will cost 700gil until it to advance, when it advances to the next bracket, it will take on that price for training.)
WoC Roll: ↓
Dodge: ↓
W: Ac
Dodge Gil
0-20 400
21-35 500
36-45 600
46-60 700
61-70 800
71-80 1300
81-90 2200
91-100 2800
101-110 3400
111-120 4000
121-125 5000
126-130 6000
131-135 8000
136-140 10000
141-145 12000
146-151 14000
156-160 16000
161-165 20000
166-170 24000
171-175 28000
176-180 34000
181-186 40000
186-190 50000
191-195 60000
196-200 80000

HP: ↓
HP Gil
1 - 1000 975
1001-3000 1650
3001-5000 2100
5001-7500 2125
7001-10,000 2500
10,001-10,000 3125
12,501-15,000 3750
15,001-17,500 5000
17,501-20,000 7500
20,001-22,000 12500
22,001-24,000 15000
25,001-26,000 17500
26,001-27,000 21250
27,001-28,000 25000
28,001-29,000 31250
29,001-30,000 37500

1 - 1000 300
1001-3000 600
3001-5000 1500
5001-7000 3000
7001-9000 6000
9001-10,000 9000
10,001-11,000 15000
11,001-12,000 30000
12,001-13,000 42000
13,001-14,000 75000
14,001-15,000 180000
15,001-16,000 300000
16,001-17,000 480000
17,001-18,000 600000
18,001-19,000 870000
19,001-20,000 1200000
Lets have a look at a sample monsters stat block. A number in [] is a monsters base stats and the amount it has been improved upon so far. [+60 - 5%] would mean that the stat started from +60 and has already been boosted 5%. [+60 - 10%*] would mean the stat was boosted from 60, 10%, however the * indicates that the GM has granted the +10% bonus. Even though the DC is based on the 10->15 DC, the actual stat will be going from 20%-25%.

Weapon of Choice:
Poison Bite [+60 - 0%] [1500 - 0%] - 1d130+60 (1500)

HP [14000 – 10%*]: 16800<- Raising this would require the trainer to beat a DC120. The * indicates that a GM has granted the 10% bonus to this stat.
MP [0 – N/A]:0 <- Stats at 0 cannot be raised.
Dodge [+65 – 0%]:1d140+65 <- Raising this would require the trainer to beat a DC 80
Physical Soak [750 – 0%]:750 <- Raising this would require the trainer to beat a DC 80
Magical Soak [750 – 10%]:825 <- Raising this would require the trainer to beat a DC120
Element:Earth <- Can not be changed through training alone

Attack Behavior: (2/8 Abilities)

Web Shot [+65 – 0%] - 1d140+65 (No Damage): A spiders first priority is to ensnare it's victims. If the target is hit, they are inflicted with "Stop". Any target already ensnared will instead be subject to a venom bite.
Venom Bite [+60 – 0%] [2500 – 0%]- 1d130+60 (2500 damage): The spiders venom carries a lethal potency, though it's efficiency on humans is lacking. This inflicts mild poison on a target.

Adding An Attack: Monsters can be taught up to twice the number of abilities they know by default (this monster initially had a 1d4, it may learn 8 abilities), and may learn more through breeding. Teaching an attack takes a day.

Spells: A monster that can cast spells will specify the maximum spell level it can learn (and will have MP). Teaching the spell requires the trainer to be potentially able to cast it themselves and to pass the spell learning DC with their monster training roll.
Ability Books/Chips: An ability will list the Trainer DC to learn it. The damage will be based off the damage for the monsters Weapon of Choice (if there are multiple, it will be the ‘primary’, which is the one it is most likely to preform).
Basic Attack: A basic attack ability may be taught at any time for free. It starts with a monsters base weapon of choice roll and damage.

Removing an ability from a monster requires only a days worth of work (during which the monster cannot do any other training).

Monster Breeding
When your monster has reached it’s peak, it is time to breed them with another monster. In terms of monster gender – we have a policy (It’s rude to ask, so don’t). Any monster is capable of producing offspring with any other monster. How does that work? It works by moving swiftly on!
Picking which monsters to breed can be tricky – two similar monsters will produce an offspring close to their parents, but two different monsters may produce widely different results. The DC to successfully breed two monsters is the DC to raise each parents two highest stats added together, divided by four. For example – assume we had two of the monster above
Their highest trained stat is 10%
The DC to raise those to 15 is 120.
120+120 = 240 / 4 = 60.
The DC to breed these monsters is 60.

As you can see, the more trained a monster is, the harder it is to produce a viable offspring. Training a monster too hard may make it next to impossible to further the breed. If successful, you have some rolls to do. A divine on this roll grants a 30% boost and starts a new bloodline (more on this later).

1: Roll a 1d100: 75% or higher will give each stat an additional 10% boost.
2: For each of the entries below, roll a 1d3.
A 1 indicates that the father (first monster) is the primary donor. The new monster keeps their stat, plus 25% of any boosts.
A 2 indicates that the mother (second monster) is the primary donor. The new monster keeps their stat, plus 25% of any boosts.
A 3 indicates that both monsters contributed equally. Average the two and apply 25% of any boosts.

Fields that have to be rolled:
HP, MP, Dodge, Physical Soak, Magical Soak, Element (No boosts are applied here), Weapon of Choice (a 3 indicates keeping both monsters full weapon sets), Number of ability slots and each ability from both monsters until ability slots are filled (For this, use a 1d2. 1= The monster loses the ability, 2 = the monster keeps the ability).

3: Figure out which parent had the most influence by adding up the number of times it was favored. Keep part of the name of the recessive monster and the full name of the dominant monster, with the appearance following the same rule. For example, if a Forest Spider and A Porring bred, and the porring was the dominant monster – A forest porring or something would be suitable nomenclature, and the monster would resemble the porring more than the spider..
4: Record the bloodline. A monster line can only have at most 2 breeding pairs. So for example:

1st Generation (Purebred): Monster A – Monster B
2nd Generation (Crossbreed (Breed DC+25%)): Monster AB – Monster D
3rd Generation (Hybrid Breed): Monster ABD

A Hybrid Breed cannot be used to breed a new generation unless the breeding roll is a divine. Any divine roll also resets the bloodline, starting again from Purebred.
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Master of Games
October 9th, 2008, 4:50 am

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