Post by giantfiredog on Feb 8, 2023 20:04:09 GMT
The Bestiary
Table of Contents
Below is the list of Supertypes, clicking on it will take you directly to the associated post.
1. Red-Blooded
2. Black-Blooded
3. Pale-Blooded
4. Ichor-Blooded
5. Unholy
6. Elemental
7. Plantoid/Fungal
8. Eldritch
General Information
The Bestiary is a catalogue of creatures encountered by Hunters, providing information that will prove helpful to deal with them. However the Bestiary starts off blank and will progressively get filled out as Hunters encounter new beings. There are two situations that will result in the Bestiary being updated:
A creature is encountered for the first time. The Bestiary will be updated after the encounter is over, meaning you are in the dark for the initial fight.
OR
A mission begins with a specific creature in mind. The Bestiary will be updated at the start of the mission, meaning you will have the information available to you prior to the fight.
Supertypes, Subtypes, & Tags
Each monster has a Supertype, a Subtype, and likely multiple Tags. Supertypes are broad categories in which similar beings are listed, such as Elemental or Eldritch. Subtypes largely describe the creature's appearance and physical characteristics, such as Humanoid or Aquatic. Finally, Tags usually offer insight into the creature's behaviour or capabilities, such as 'Ambusher' or 'Intelligent'.
Note that some monsters may have more than one Supertype, in which case they are listed in whichever Supertype is considered more relevant. For example a demon would be considered both Unholy and Black-Blooded, but they would be placed in Black-Blooded since they are living beings and Unholy is predominantly composed of various forms of undead.
In the case of Tags, note that some Tags may come in more powerful variants. In the given case a plus will be added on (For example Intelligent+). The more plusses there are, the more potent it is. Scaling Tags will have a point of reference by comparing it to the average Hunter (For example the average Hunter would be considered Intelligent+).
Threat Level
Each monster has a Threat level, which displays how powerful a creature is. Some creatures are weak and a single Hunter can take on multiple, whereas some will require multiple Hunters to take down. There are six threat tiers a monster can fall in, listed below:
Supertype Details
Below is a list of each Supertype and a general idea of what you can expect from them:
Tags Specifics
Below is a list of the various tags a creature may have. These tags may be subject to change, and some more may be added.
Table of Contents
Below is the list of Supertypes, clicking on it will take you directly to the associated post.
1. Red-Blooded
2. Black-Blooded
3. Pale-Blooded
4. Ichor-Blooded
5. Unholy
6. Elemental
7. Plantoid/Fungal
8. Eldritch
General Information
The Bestiary is a catalogue of creatures encountered by Hunters, providing information that will prove helpful to deal with them. However the Bestiary starts off blank and will progressively get filled out as Hunters encounter new beings. There are two situations that will result in the Bestiary being updated:
A creature is encountered for the first time. The Bestiary will be updated after the encounter is over, meaning you are in the dark for the initial fight.
OR
A mission begins with a specific creature in mind. The Bestiary will be updated at the start of the mission, meaning you will have the information available to you prior to the fight.
Supertypes, Subtypes, & Tags
Each monster has a Supertype, a Subtype, and likely multiple Tags. Supertypes are broad categories in which similar beings are listed, such as Elemental or Eldritch. Subtypes largely describe the creature's appearance and physical characteristics, such as Humanoid or Aquatic. Finally, Tags usually offer insight into the creature's behaviour or capabilities, such as 'Ambusher' or 'Intelligent'.
Note that some monsters may have more than one Supertype, in which case they are listed in whichever Supertype is considered more relevant. For example a demon would be considered both Unholy and Black-Blooded, but they would be placed in Black-Blooded since they are living beings and Unholy is predominantly composed of various forms of undead.
In the case of Tags, note that some Tags may come in more powerful variants. In the given case a plus will be added on (For example Intelligent+). The more plusses there are, the more potent it is. Scaling Tags will have a point of reference by comparing it to the average Hunter (For example the average Hunter would be considered Intelligent+).
Threat Level
Each monster has a Threat level, which displays how powerful a creature is. Some creatures are weak and a single Hunter can take on multiple, whereas some will require multiple Hunters to take down. There are six threat tiers a monster can fall in, listed below:
Sparrow-Class
Sparrow-Class monsters are weak and the standard Hunter can take on multiple of these at once. They provide little threat unless they are present in great numbers.
Raven-Class
Raven-Class monsters are unremarkable in their strength, but still pose some level of danger to lone Hunters. They can still reliably be bested in single combat.
Falcon-Class
Falcon-Class monsters offer a challenge and are best dealt with by a group of Hunters. Taking one on alone is risky unless you know what you're doing.
Eagle-Class
Eagle-Class monsters are where the dangers become particularly noteworthy. Taking down these threats will take a group of Hunters, and even then it will not go down without a fight.
Roc-Class
Roc-Class monsters are incredibly dangerous and should only be tackled by veteran Hunters. It is quite likely a few members will die in the process of fighting it.
Apex-Class
In the case of all but the strongest Hunters, the only recourse when encountering an Apex-Class monster is to flee as fast as you can. If you engage it, you will die.
Sparrow-Class monsters are weak and the standard Hunter can take on multiple of these at once. They provide little threat unless they are present in great numbers.
Raven-Class
Raven-Class monsters are unremarkable in their strength, but still pose some level of danger to lone Hunters. They can still reliably be bested in single combat.
Falcon-Class
Falcon-Class monsters offer a challenge and are best dealt with by a group of Hunters. Taking one on alone is risky unless you know what you're doing.
Eagle-Class
Eagle-Class monsters are where the dangers become particularly noteworthy. Taking down these threats will take a group of Hunters, and even then it will not go down without a fight.
Roc-Class
Roc-Class monsters are incredibly dangerous and should only be tackled by veteran Hunters. It is quite likely a few members will die in the process of fighting it.
Apex-Class
In the case of all but the strongest Hunters, the only recourse when encountering an Apex-Class monster is to flee as fast as you can. If you engage it, you will die.
Supertype Details
Below is a list of each Supertype and a general idea of what you can expect from them:
Red-Blooded
Red-Blooded creatures are common and relatively unremarkable. Humans, Hunters, and many conventional animals are all considered Red-Blooded. However there are many conventional creatures that are not considered Red-Bloods, predominantly insects, arachnids, and many forms of aquatic life. Red-Blooded creatures tend to be more resilient to cold, but more vulnerable to fire.
Black-Blooded
Black-Blooded creatures are often more aggressive than Red-Blooded creatures, and many consider Black-Bloods to be unholy beings. However, they do not have conventional vulnerabilities unholy beings have, such as their aversion to silver or other holy objects. Black-Blood is thicker than regular blood, and as a result these creatures are more resilient against poisons and bleeding out. However, they are very vulnerable to cold which can cause their already thick blood to move so slowly they die of oxygen deprivation. Note: Black-Blood is not actually black, it appears as a darker crimson than Red-Blood and has a more viscous texture.
Pale-Blooded
Pale-Blooded creatures are quite often more strange and/or esoteric than Black-Blooded or Red-Blooded beings. For example, there are more conventional creatures like insects, arachnids, and most forms of aquatic life. However creatures like vampires or lamia are also considered Pale-Bloods. Pale-Blood is more thin than Red-Blood and Black-Blood, as a result they are more vulnerable to bleeding out. Pale-Blooded creatures are often swift and agile, or have various tricks like poisons. Note: Pale-Blood is not actually white, it just appears lighter in pigmentation than Red-Blood and flows more smoothly like water.
Ichor-Blooded
Ichor-Blooded creatures are innately magical in nature, with many fantastical beings falling under this supertype (I.E. dragons or fae). Ichor-Blooded creatures have a strong affinity for magic, and as a result they oftentimes wield mystical abilities and have a resistance to many forms of magic. Ichor-Bloods are vulnerable to magic-negation effects, though not to the same effect as elementals. They are not necessarily injured, but weakened. Ichor-Bloods tend to have many tricks up their sleeves and are often more challenging on average than other supertypes. Note: While the other blood types are variants of red, Ichor blood has a yellowish tingue since they have an innate degree of Essence in their blood. Hunters that have a sufficiently high concentration of Essence in them would be considered Ichor-Blooded rather than Red-Blooded, but that only occurs in the Order's strongest.
Unholy
Unholy creatures are exactly what you'd expect. They are particularly vulnerable to holy attacks and silver, making them one of the most easily countered of the Supertypes. However, because the majority of Unholy creatures are undead, they are completely immune to bleeding and poisons. Note that while all undead are Unholy, not all Unholy beings are undead. For example, demons are also considered Unholy. Oftentimes Unholy creatures are usually puppets of a far more powerful being, such as a necromancer or witch.
Elemental
Elementals are beings that are formed as a result of wild magic. They usually align with one specific element, and have a magical core that is composed of various crystals held together by Essence. Destroying this magical core is the most reliable way to defeat an elemental, though it is also possible to completely counteract their magic and make them run out of energy. Elementals are highly resistant to attacks of the same element, but particularly vulnerable to attacks of the opposite element. Of note elementals are especially vulnerable to magic-negating attacks, which can be used to quickly deplete their power or dispatch them outright.
Plantoid/Fungal
Plantoid and Fungal monsters are forms of nature that are twisted and come alive. Many of them disguise themselves as regular flora and ambush unsuspecting Hunters, making them quite dangerous to the inexperienced. Plantoid and Fungal beings are extremely vulnerable to fire, and are most often immobile which allows one to attack them at range safely.
Eldritch
Eldritch monsters are esoteric and terrifying creatures that tend to defy conventional logic. Looking at one causes confusion in a similar way one might feel looking at an optical illusion. Especially powerful Eldritch beings can even incite madness at the mere sight of them. Among monsters Eldritch beings are the most likely to use psychic attacks on the mind, so sanity pills are highly recommended if you are intending to take them on.
Red-Blooded creatures are common and relatively unremarkable. Humans, Hunters, and many conventional animals are all considered Red-Blooded. However there are many conventional creatures that are not considered Red-Bloods, predominantly insects, arachnids, and many forms of aquatic life. Red-Blooded creatures tend to be more resilient to cold, but more vulnerable to fire.
Black-Blooded
Black-Blooded creatures are often more aggressive than Red-Blooded creatures, and many consider Black-Bloods to be unholy beings. However, they do not have conventional vulnerabilities unholy beings have, such as their aversion to silver or other holy objects. Black-Blood is thicker than regular blood, and as a result these creatures are more resilient against poisons and bleeding out. However, they are very vulnerable to cold which can cause their already thick blood to move so slowly they die of oxygen deprivation. Note: Black-Blood is not actually black, it appears as a darker crimson than Red-Blood and has a more viscous texture.
Pale-Blooded
Pale-Blooded creatures are quite often more strange and/or esoteric than Black-Blooded or Red-Blooded beings. For example, there are more conventional creatures like insects, arachnids, and most forms of aquatic life. However creatures like vampires or lamia are also considered Pale-Bloods. Pale-Blood is more thin than Red-Blood and Black-Blood, as a result they are more vulnerable to bleeding out. Pale-Blooded creatures are often swift and agile, or have various tricks like poisons. Note: Pale-Blood is not actually white, it just appears lighter in pigmentation than Red-Blood and flows more smoothly like water.
Ichor-Blooded
Ichor-Blooded creatures are innately magical in nature, with many fantastical beings falling under this supertype (I.E. dragons or fae). Ichor-Blooded creatures have a strong affinity for magic, and as a result they oftentimes wield mystical abilities and have a resistance to many forms of magic. Ichor-Bloods are vulnerable to magic-negation effects, though not to the same effect as elementals. They are not necessarily injured, but weakened. Ichor-Bloods tend to have many tricks up their sleeves and are often more challenging on average than other supertypes. Note: While the other blood types are variants of red, Ichor blood has a yellowish tingue since they have an innate degree of Essence in their blood. Hunters that have a sufficiently high concentration of Essence in them would be considered Ichor-Blooded rather than Red-Blooded, but that only occurs in the Order's strongest.
Unholy
Unholy creatures are exactly what you'd expect. They are particularly vulnerable to holy attacks and silver, making them one of the most easily countered of the Supertypes. However, because the majority of Unholy creatures are undead, they are completely immune to bleeding and poisons. Note that while all undead are Unholy, not all Unholy beings are undead. For example, demons are also considered Unholy. Oftentimes Unholy creatures are usually puppets of a far more powerful being, such as a necromancer or witch.
Elemental
Elementals are beings that are formed as a result of wild magic. They usually align with one specific element, and have a magical core that is composed of various crystals held together by Essence. Destroying this magical core is the most reliable way to defeat an elemental, though it is also possible to completely counteract their magic and make them run out of energy. Elementals are highly resistant to attacks of the same element, but particularly vulnerable to attacks of the opposite element. Of note elementals are especially vulnerable to magic-negating attacks, which can be used to quickly deplete their power or dispatch them outright.
Plantoid/Fungal
Plantoid and Fungal monsters are forms of nature that are twisted and come alive. Many of them disguise themselves as regular flora and ambush unsuspecting Hunters, making them quite dangerous to the inexperienced. Plantoid and Fungal beings are extremely vulnerable to fire, and are most often immobile which allows one to attack them at range safely.
Eldritch
Eldritch monsters are esoteric and terrifying creatures that tend to defy conventional logic. Looking at one causes confusion in a similar way one might feel looking at an optical illusion. Especially powerful Eldritch beings can even incite madness at the mere sight of them. Among monsters Eldritch beings are the most likely to use psychic attacks on the mind, so sanity pills are highly recommended if you are intending to take them on.
Tags Specifics
Below is a list of the various tags a creature may have. These tags may be subject to change, and some more may be added.
Intelligent
Intelligent monsters are capable of strategizing and planning, making them more threatening foes. Do not take them lightly, especially if their intelligence is on par or greater than that of a human's.
(Intelligent is a scaling tag; the average Hunter would be considered Intelligent+)
Mighty
These creatures are particularly strong in physique, allowing them to inflict harder wounds, lift more things, or sustain more damage.
(Mighty is a scaling tag; the average Hunter would be considered Mighty)
Armored
These creatures have resilient plating, chitin, or other forms of protection that lets them shrug off weaker attacks.
(Armored is a scaling tag; the average Hunter would not have the Armored tag)
Swift
These creatures are particularly nimble, either in raw speed, reflexes, or flexibility.
(Swift is a scaling tag; the average Hunter would be considered Swift+)
Sluggish
Whether it be by excessive size, biological traits or strange maladies, these creatures are easy to outmaneuver.
Pack Tactics
These creatures travel in packs and will coordinate with each other to amplify their capabilities in a way each individual creature would not be able to.
(Pack Tactics is a scaling tag; at the base level you can expect to fight three to four enemies, and each plus adds roughly another three to four. These are averages, and some groups may come in higher or lesser numbers)
Ranged
These enemies are capable of attacking you from a distance, making them especially problematic for Hunters without any ranged options of their own.
Ambusher
Ambushers often tend to turn the tables and make a Hunter the one being hunted. They will strike when you least expect it, so be on your guard.
Perceptive
These creatures are more perceptive than most, whether that be through heightened senses or better situational awareness. Trying to sneak up on perceptive creatures will be difficult.
(If a creature is Perceptive+, it means that they also have some form of supernatural sense, such as being able to detect the magical energy in your body, which makes it impossible to hide from them even by means of illusion or total darkness.)
Toxic
This creature is capable of poisoning you via any number of means.
Caster
Casters are capable of wielding one or more magical spells that they can cast, giving them a wider arsenal of options.
Flight
These enemies are capable of flying, relatively straightforward.
Conversable
For better or worse, it is possible to communicate with these monsters and negotiate. It is highly recommended Hunters take everything a monster says with a grain of salt.
Aggressive
These creatures are particularly hostile and will not hesitate to make the first move when they see you.
Regeneration
These creatures are capable of healing themselves either actively or passively.
(Regeneration is a scaling tag; the average Hunter would be considered Regeneration+++ at low Exhaustion, and Regeneration+ at high Exhaustion)
Persistent
These monsters will continue to fight you until the bitter end, even if you have dealt fatal and/or debilitating wounds.
Psychic
Psychic creatures will attempt to attack your mind, either through illusions, hallucinations, or inflicting full-on madness if you are not vigilant.
Soulless
These creatures either do not have a soul or their soul exists elsewhere. As a result they are completely immune to any soul-based attacks. Soulless creatures are often extremely hostile
Intelligent monsters are capable of strategizing and planning, making them more threatening foes. Do not take them lightly, especially if their intelligence is on par or greater than that of a human's.
(Intelligent is a scaling tag; the average Hunter would be considered Intelligent+)
Mighty
These creatures are particularly strong in physique, allowing them to inflict harder wounds, lift more things, or sustain more damage.
(Mighty is a scaling tag; the average Hunter would be considered Mighty)
Armored
These creatures have resilient plating, chitin, or other forms of protection that lets them shrug off weaker attacks.
(Armored is a scaling tag; the average Hunter would not have the Armored tag)
Swift
These creatures are particularly nimble, either in raw speed, reflexes, or flexibility.
(Swift is a scaling tag; the average Hunter would be considered Swift+)
Sluggish
Whether it be by excessive size, biological traits or strange maladies, these creatures are easy to outmaneuver.
Pack Tactics
These creatures travel in packs and will coordinate with each other to amplify their capabilities in a way each individual creature would not be able to.
(Pack Tactics is a scaling tag; at the base level you can expect to fight three to four enemies, and each plus adds roughly another three to four. These are averages, and some groups may come in higher or lesser numbers)
Ranged
These enemies are capable of attacking you from a distance, making them especially problematic for Hunters without any ranged options of their own.
Ambusher
Ambushers often tend to turn the tables and make a Hunter the one being hunted. They will strike when you least expect it, so be on your guard.
Perceptive
These creatures are more perceptive than most, whether that be through heightened senses or better situational awareness. Trying to sneak up on perceptive creatures will be difficult.
(If a creature is Perceptive+, it means that they also have some form of supernatural sense, such as being able to detect the magical energy in your body, which makes it impossible to hide from them even by means of illusion or total darkness.)
Toxic
This creature is capable of poisoning you via any number of means.
Caster
Casters are capable of wielding one or more magical spells that they can cast, giving them a wider arsenal of options.
Flight
These enemies are capable of flying, relatively straightforward.
Conversable
For better or worse, it is possible to communicate with these monsters and negotiate. It is highly recommended Hunters take everything a monster says with a grain of salt.
Aggressive
These creatures are particularly hostile and will not hesitate to make the first move when they see you.
Regeneration
These creatures are capable of healing themselves either actively or passively.
(Regeneration is a scaling tag; the average Hunter would be considered Regeneration+++ at low Exhaustion, and Regeneration+ at high Exhaustion)
Persistent
These monsters will continue to fight you until the bitter end, even if you have dealt fatal and/or debilitating wounds.
Psychic
Psychic creatures will attempt to attack your mind, either through illusions, hallucinations, or inflicting full-on madness if you are not vigilant.
Soulless
These creatures either do not have a soul or their soul exists elsewhere. As a result they are completely immune to any soul-based attacks. Soulless creatures are often extremely hostile