Mcs

Monster Creation

Enemies in Seed are generated using an engine called the Monster Creation System, or MCS, which allows the simple creation of statistics to represent all monsters and foes which may daunt the party during their adventure.

Monsters fight in a different fashion than the heroes. Since most of the time they'll lose, they will be willing to use all their resources in one fight. As well, while the heroes need to prepare for many situations, monsters need to focus on shaping the battle quickly and aggressively to win.

The Basics

Monster Creation is done in three steps.
First, the basic elements of the monster are decided - name, concept, level, difficulty, possibly rank. Based on these, a family is chosen. (A monster "type", such as "Dragon" or "Undead".) A monster typically only has one family, but some might have more, like if the monster is a zombie dragon.
Secondly, the difficulty, rank and level chosen afford a number of "slots" for attacks, attack modifiers, and properties. These slots are assigned. Negative properties may also be taken.
Thirdly, the EXP and Gil value of the monster are determined from its level, difficulty and rank, and the monster's various item slots are filled.

Name and Concept: Essentially, think about what monster you're going to build - what it'll look like to the players, what you'll call it, and probably a general idea of how it fights.

Level: The level of a monster mostly serves to decide what tier it rests in, determining its damage, and its HP and MP. Also, monsters have easier access to powerful abilities at high levels. At low levels, the level should generally be close to that of the players, but the importance of this diminishes as play continues. Enemies met at low level that rest within a higher tier than the players will be particularly vicious.

Tiers are level bands consisting of ten levels. Monsters reach a second tier at level 11, a third tier at level 21, and so on, attaining a higher tier every ten levels until Tier 10 at level 91.

Difficulty: Difficulty determines the relative weight of the monster, determining their HP, attributes, and the amount of ability slots they bear. There are three difficulties -

Easy - 30 attribute points, with a maximum of 10. 8 Ability slots. HPMOD = 1. MPMOD = 1. EXP = 150xLevel, Gil = 30xLevel, AP = 2
Normal - 35 attribute points, with a maximum of 15. 12 ability slots. HPMOD = 3. MPMOD = 3. EXP = 200xLevel, Gil = 40xLevel, AP = 3
Tough - 40 attribute points, with a maximum of 20. 20 Ability slots. HPMOD = 4. MPMOD = 4. EXP = 300xLevel, Gil = 60xLevel, AP = 5

Rank: Some monsters bear a rank, granting them access to particularly nasty abilities and a slight boost in parameters.

Miniboss: Access to abilities labeled "M.Boss". 5 more attribute points. 4 more ability slots. x2 HP. Minibosses award x2 EXP, x2 Gil, and x3 AP.
Boss: Access to abilities labeled "M.Boss" and "Boss". 10 more attribute points, and the attribute maximum is increased by 5. 10 more ability slots. x3 HP. Bosses award x4 EXP, x4 Gil, and x6 AP.

Assign Attribute Points: After determining the difficulty and rank of a monster, its attribute points should be allocated. They function in generally the exact same way as for player characters, though the formula for HP and MP differ slightly:
ATK determines physical damage, VIT determines HP, SPD reduces delay on actions, MAG determines magical damage, and SPR determines MP.

The attributes of a monster may not exceed the attribute maximum determined by difficulty and rank. Monsters are somewhat starved for attribute points comparative to players - as such, they tend to specialize, generally dealing less damage overall than a player character.

HP and MP: HPMOD and MPMOD serve as multipliers in the calculation for HP and MP. HP and MP will be calculated as:

HP = (200 x Tier) + (VIT x 2 x Level x HPMOD).
MP = (200 x Tier) + (SPR x 2 x Level x MPMOD).

Properties purchased when ability slots are assigned may adjust HPMOD or MPMOD, altering the monster's HP and MP values.

About Being Weaker: The MCS is not very fine-grained. If, as a gamemaster while designing a monster, you find that you cannot create the exact monster you want - say, you want its HP to be 777, or you want it to be Undead without the protection against Shadow - go ahead and limit it. The MCS serves to match the staying power and rewards of a monster to its strength and importance. Your players certainly won't complain if you limit a monster in some way artificially, especially if it's still a vicious opponent!

Libra: The spell "Libra", and other Libra effects, grant arcane knowledge about a monster. When a monster is affected by a Libra effect, state the monster's HP and MP (current and maximum), its level, its family, rank, elemental properties, and its status/effect resistances and immunities. Libra effects also gradually reveal the monster's other properties - each time the monster is affected by Libra, the GM selects an unrevealed property (such as "Evasion V", "Gets Back Up", "Weak Spot" or what have you) and reveals it, also stating how many other properties are yet to be revealed. The "Property Veil" effect allows properties to be ignored in this count.

Assigning Ability Slots

Slots can be assigned to Monster Properties, Monster Actions, Character Abilities or Action Modifiers.

Monster Properties: Static properties that affect how the monster acts in battle.
Monster Actions: Actions unique to how a monster acts, such as their characteristic attacks or strange, battle-shaping gimmicks.
Character Abilities: Monsters can bear abilities from character systems such as the Job system.
Action Modifiers: Slots can be spent to take action modifiers, which are attached to the various actions a monster bears to make them different from usual.

Some options are labeled with a tier, such as [Tier 2]. These cost two additional slots if the monster is at a lower tier. Some options are rank-limited, labeled [M.Boss] or [Boss]. These options are only available to monsters of that rank or higher.

The actions a monster performs don't always look like the abilities they're based on, and can be freely renamed. A "Fire" spell might be breathing a gout of vicious flame, for example.

Monster Properties

Family Properties

Some monster families have additional effects associated with them, or packets of effects available at a different cost. If a monster carries one of the properties listed below, they must be of that family. However, monsters may exist of that family that do not bear these effects, and some families have multiple effects available. The families are Undead, Avian, Construct, Arcana, Plant, Aquan, Humanoid, Insect, Dragon, Beast and Amorph.

Undead: The walking dead or souls from beyond. Skeletons, zombies, the unsent.
Avian: Things that fly. Takes priority over other categories. Ahrimans, Zu, bats.
Construct: Animate, nonliving things made of solid material. machina, magitek armor, golems.
Arcana: Beings of magic or spirit - elementals, demons, espers.
Plant: Monsters arisen from the plant kingdom. Marlboros and Mandragoras, among others.
Aquan: Beings of water - frogs, fish, eels, octopi.
Humanoid: Enemies with a human shape, monsters or no. Guards, soldiers, pirates, goblins, ogres.
Insect: Insects, but also, unscientifically, arachnids.
Dragon: Great lizards, be they magical, fire-breathing beasts or merely dinosaurs.
Beast: Natural creatures that fall under no other category. Snakes, cougars, wolves, lions, behemoths.
Amorph: Enemies that lack solid shape. Slimes, jellies, amoebas, Flans.

If a monster bears more than one family property, they must still belong to each matching family. If family properties have conflicting effects on elemental properties, take the weakness if one is present, otherwise take the strongest defense.

Undead
Monster is A:Shadow, W:Holy, W:Fire and Auto-Zombie. Some Undead monsters rise anew from the grave - take "Revenant" below for these creatures.
Cost: +4 slots.

Revenant
Monster is A:Shadow, W:Holy, W:Fire, Auto-Zombie and Family: Undead. When a monster with Revenant is KOd, apply a status-like Revenant timer to them as they lay fallen. If this timer reaches zero before the battle ends, they rise again with full HP. If a Revenant is a Mini-Boss or Boss, the monster rises with half HP instead of full.
0 slots for Revenant (5).
4 slots for Revenant (3).

Avian
Avians fly - they receive 5 extra ranks of Evasion against Melee attacks and are Auto-Float.
Monster is W: Lightning.
Cost: 2 slots.
Without W: Lightning: 4 Slots.

Machina
Machina are W: Lightning, and Family: Construct. Machina have consumable, damaging items in their item slots - if these are taken, they are KOed. (Treat Steal as a Death effect to these constructs.)
Cost: +6 Slots.

Turret
The monster is a stationary defense emplacement, and is Family: Construct. Turrets are W: Lightning. Whenever a turret is paying off a CT for an action, they can apply a defense factor of 3/5 to all non-lightning damage they suffer. Turrets have 0 Evasion, cannot perform movement actions, and are immune to Push effects.
Cost: 2 slots.

Arcana
Arcana have +3 MPMOD. However, they are KOed if they are reduced to 0 MP.
Cost: 0 Slots.

Plants
Plants are W: Fire - however, they deliver vicious statuses. Choose a status to attach to this property. Whenever an ability with the Status keyword has no effect against a target, the Plant attempts a second hit with the listed CoS to inflict the status attached to this property to that target. This is a Multi-Hit (Consolation) effect. (Abilities have no effect when they miss completely, inflict no statuses, apply no conditions, and deal no damage, among other things.)
0 Slots: Deprotect (4), Deshell (4), Slow (4), CoS 30
1 Slots: Debrave (4), Defaith (4), Immobilize (4), Poison (4), CoS 30
2 Slots: Confuse (4), Sleep (2), CoS 20

Amphibian
Amphibians are Family: Aquan. They are W:Fire, but receive a +100% situational modifier to all Recovery effects granted to them, including Regen but omitting Drain effects. Furthermore, they are immune to Toad. (They are already close enough.)
Cost: 2 Slots.

Humanoid
Humanoids can wear armor and wield weapons - they're capable of using any armor and weaponry that may be in their drop or equipment slots. If they're wielding a weapon, their weapon actions bear its properties, and their weapon power, delay, and CoS are based off of that weapon - furthermore, they can perform basic attacks with it. If they're wearing a suit of armor or an accessory, they gain its properties. If the item is stolen, they lose these benefits, so prepare for their actions without it. Monsters also bear the same equipment restrictions as player characters. (They cannot wear two suits of armor.)

While building attacks using the "Attack Ability" action, you can decide that this action is "Aimed" instead of "Weapon", so it does not use the equipped weapon - say, to have a commando who wields a poisonous sword and hurls grenades, without having the grenades be poisonous.
Cost: 0 Slots.

Insect
Insects are frequently venomous. They gain Resist Poison 5, and apply Added Status: Poison (20) to their weapon actions. They are W: Ice.
Cost: 2 Slots.

Dragon
Full of lumbering power, all abilities a Dragon wields gain a x1.5 power modifier. However, the delay of each action they take is increased by 10D.
Cost: 2 Slots.

Beast
Some beasts are nimble predators - they reduce all delays and floors by 5D F5.
Cost: 2 Slots.

Amorph
When the battle begins, Amorphs have a (5) timer on them. When this timer reaches zero, they spawn another monster of their type, who enters the battle with 50D. This new monster then has their own timer at (6), which they can then spawn another monster with. This timer is canceled by physical Shadow damage.
Cost:
2 Slots on an Easy monster.
4 Slots on a Normal monster.
6 Slots on a Tough monster.
Not available to M.Boss or Boss monsters.

Basic Properties

Basic properties generally come in multiple ranks, increasing their effect. While most player-characters have defensive properties such as Armor and Evasion, many monsters won't have any, and monsters that do might only have one defense mode.

To model this, many properties have their first rank more expensive than all further ranks, so as to promote specialization. This allows the player characters to find a workaround to monster defenses.

Armor
Each rank of Armor subtracts 5 points from all incoming physical damage.
Cost: 3 slots for Armor ranks equal to twice the Monster's tier, 1 slot per two ranks above that.

M.Armor
M.Armor functions much like Armor, with each rank subtracting 5 points from magical damage.
Cost: 3 slots for M.Armor ranks equal to twice the Monster's tier, 1 slot per two ranks above that.

Evasion
Each rank of Evasion subtracts 5 from the CoS of weapon actions performed against the monster.
Cost: 2 slot for Evasion I, 1 slot for each higher rank.

M.Evasion
The infrequently-seen M.Evasion reduces the CoS of damaging spells by 5 per rank. (Generally, monsters defend themselves against attack magic using elemental properties.)
Cost: 2 slot per rank.

Accuracy
Each rank of Accuracy increases the CoS of the monster's weapon actions by 5.
Cost: 1 slot for Accuracy I, 2 slots for each higher rank.

Elemental Properties

Elemental properties can be taken by alignment or by freestyling. If another property grants you an elemental property, the options listed here cannot alter them.
Each element has an opposite (Fire and Ice, Water and Thunder, Shadow and Holy). Fire, Ice, Water and Thunder have a tertiary relation to one another, if they aren't opposed.

Elemental Alignment

Elemental Alignment grants monsters an association with a specific element, granting them defenses against the element which is in their nature, and a weakness against the element that opposes it. Select an element and one of the below options:

A: Element, W: Opposite - 0 Slot.
A: Element, R: Tertiaries, W: Opposite - 2 Slots.
A: Element, I: Tertiaries, W: Opposite - 4 Slots.
A: Element, W: Opposite, R: All Other Elements - 4 Slots.

For example, options for Fire alignment would look like this:

A: Fire, W: Ice - 0
A: Fire, R: Water, Thunder, W: Ice - 2
A: Fire, I: Water, Thunder, W: Ice - 4
A: Fire, R: Water, Thunder, Holy, Shadow, W: Ice - 4

Holy and Shadow don't have tertiary elements, so the second and third options are not available for Shadow / Holy alignment.

Furthermore, Elemental Alignment applies a slot discount to abilities with the matching Element: Keyword - For each ability that matches the element the monster is aligned to, the monster receives a bonus slot.

Freestyle Elemental Properties
Assign whatever elemental properties you wish, then decide cost.

Weaknesses:
+2 slots for the first weakness.
+1 slot for each additional weakness taken after that.

Defenses:
Resistance: 2 slots.
Immune: 3 slots.
Absorbent: 4 slots.

Enhance Element
Deal +25% damage with a specific type of elemental damage.
Cost: 2 Slots.

Wallchange [M. Boss]
Whenever the monster acts, rotate its elemental properties - its property towards one element becomes its property towards the next, cycling in some order. You can decide the order of rotation, or you can use this one:
Fire -> Ice -> Water -> Lightning -> Shadow -> Holy -> Fire.
Cost: 2 slots.

Status & Effect Properties

Resistances
Status & Effect Resistances subtract 5 from the CoS of incoming abilities of that status per rank, and additionally if the status is inflected anyway, reduce the timer by (1). They may be applied to specific statuses, or in groups:

Sleep, Stop, Toad, Near-Fatal, Stone, Eject & Death.
Charm, Berserk, Provoke & Confuse.
Poison & Gravity.

Cost: 1 slot per four ranks, in either a specific status or effect, or to a group. Divide these four ranks amongst any number of statuses or the above status groups as desired.

Immunities [M. Boss]
Immunities render the monster immune to a certain effect or status. Immunities can also be purchased to any specific status individually, or, more efficiently, to one of the below groups.

-Sleep, Stop, Toad, Near-Fatal, Death, Stone, Eject & Condemn.
-Charm, Berserk, & Confuse.
-Poison & Gravity.

Cost: 2 slots per immunity, to either a specific status or effect, or to a group.

Auto-Status
Monster has an Auto-Status. (The monster begins the battle affected by the status (U) and, if the status is dispelled or removed, the monster is affected by it once more on its turn before it takes an action.) The cost depends on the status selected.
Cost:
4 Slots: Float.
8 Slots: Regen, Refresh, Bravery, Faith, Vigilance, Reflect, Vanish, Protect, Haste or Shell.
Not Available: Bubble, Veil, Bar-Element, Blink, Accuracy Up, Evasion Up, Tranq, Reraise, Critical Up, Element Sword, En-Element, Dread Spikes, Resist.

Statuses that mimic properties are unavailable because these effects should be constructed using monster properties.

Starts Battles With Statuses
Monster gains a status automatically at the start of the the battle. The timer on this status is (5) if it cost 2 or 4 slots, and (4) if the slot cost is 6.
2 Slots: Float.
4 Slots: Regen, Refresh, Bravery, Faith, Vigilance, Reflect, Vanish, Protect, Haste, Shell, Bar-Element, Accuracy Up, Evasion Up, Critical Up, Element Sword, En-Element.
6 Slots: Veil, Blink, Tranq, Dread Spikes, Resist.
Not Available: Bubble, Reraise.

SOS-Status
Monster gains a status, of those available as Starts Battles With Statuses, while in Critical condition.
Cost: the Slot Cost to start battles with, -2.

Negative Auto and SOS Statuses: Assign them as you see fit - they have no slot cost or reward.

Additional Modifiers

X-Action [M.Boss]
Every turn the monster takes, they may perform two actions, taking the higher delay of the two actions. This works like a Multi-Action ability: The monster takes only one status phase, but their two actions are independent and may trigger reactions twice. The "X-Action" property may not be assigned to a monster that also bears Rapid Assault.
Cost: 4 slots.

Rapid Assault [M. Boss]
The monster attacks with uncanny speed - reduce the delay and floor of all actions by -15D -5F. The "Rapid Assault" property may not be assigned to a monster that also bears X-Action.
Cost: 3 slots.

X-Attack [Tier 7]
The monster performs two attacks in the blink of an eye. Whenever the monster targets someone with a Weapon action, resolve it twice against them, making two to-hit rolls, applying damage twice if successful, etc. Add +10D to the monsters Weapon delays. (Actions benefiting from X-Attack can be treated as Multi-Hit.)
Cost: 2 slots.

High HP
Increases HPMOD by 1 per rank, increasing the monster's HP.
Cost: 1 slot per rank.

Low HP
Lowers HPMOD by 1, decreasing the monster's HP
Cost: +1 Slot.

High MP
Increases MPMOD by 1 per rank, increasing the monster's MP.
Cost: 1 slot per rank.

Makes Escapes Difficult
Reduces the CoS of Escape actions performed by the party by 20 per monster present with this ability.
Cost: 2 slots.

Can't Escape [Boss]
Reduces the effectiveness of Escape actions to zero while present.
Cost: 2 slots.

Fission
Monsters with Fission split in two when slain by physical damage that isn't of the Shadow element. Ignore the damage from the hit that would have KOed them. Instead, create an identical copy of the monster with the exact same condition as the monster that just split. (Same delay, HP, MP, statuses, and so on.) This copy has the same chance of dropping items, but won't award EXP, Gil or AP.
Cost: 2 slots.

Get Back Up [M. Boss] [Tier 3]
"Get Back Up" is a reaction that triggers when the monster receives a turn while in SOS Condition. It immediately cures the monster for HP equal to its maximum health and restores MP equal to its maximum, instantly returning it to full fighting form. It then removes all negative statuses from the monster. Get Back Up only activates once per monster.
Cost: 4 Slots - As above.
6 Slots - Also grants Bravery and Faith (6).
8 Slots - Also grants Bravery, Faith, Haste and Critical Up (6).

Property Veil
Property Veil prevents a property from being revealed by Libra. When Property Veil is taken, select another property on the monster - Libra fails to mention anything about it. This can be used to mislead the players - if you simply want them flying blind, consider Immune: Libra.
Cost: 1 slot per hidden property.
Costs another slot if Libra fails to reveal Property Veil as well.

Weak Spot
The monster carries an Achilles heel to a specific element, damage or tactic. Select a status or effect when Weak Spot is taken - whenever the monster's Weak Spot is struck, they receive that status (4) or effect.
Cost:
+1 Slot for a specific action. (Using a Golden Needle on an enemy made of stone)
+4 Slots for a specific element.
+? For Freestyling It. (Pick some slot award between +1 and +3 based on scope. Or +0.)
A monster may only gain one slot award from having a Weak Spot, no matter how many they carry.

Body-Armor
This monster physically shields another monster of higher difficulty and rank - select this monster when the property is taken. As long as the monster with Body-Armor is alive and on the battlefield, Body Armor grants Armor or M.Armor to the selected monster. Select an option:
Cost:
2 Slots for 5 ranks of Armor per tier (-25 damage reduction per tier)
2 Slots for 10 ranks of M.Armor per tier (-50 damage reduction per tier)
3 slots for 5 ranks of Armor and M.Armor per tier (-25 damage reduction per tier)

Action Abilities

Like any combatant, the portfolio of actions a combatant may take is decided which abilities they possess. Every monster possesses a Basic Attack, and using slots may purchase others. A monsters abilities can never have a Floor smaller than 10 for any reason.

Monster Abilities

Basic Attack
Type: Action
Technique, Weapon
Target: Single

XD F20

The monster, through some method, attacks, inflicting some physical damage if successful.
Select a value for delay and damage:
Light - 40D [3 + 3xTier] x ATK + d8
Medium - 50D [4 + 4xTier] x ATK + d10
Heavy- 60D [5 + 5xTier] x ATK + d12

This ability serves as the monster's basic weapon attack action - it is what is used if the monster is Berserked or Confused. Any abilities which inflict weapon damage inflict this action's damage, its properties apply to weapon-tagged character abilities, and its delay is used for the [W] code in delays.
Many modifiers cannot be applied to the Basic Attack - Type Swap, Group Attack, Row Cutter, Counters With, Inflicts Status / Effect, Countdown, Tectonic and Clumsy Strength are all unavailable, as are any modifiers that alter the targeting or reduce the CoS. Do not give the Basic Attack an MP cost, or select any options which would levy one upon it.

CoS: 80

Cost: 0 slots. A monster only has one Basic Attack.

Attack Ability
Type: Action
Technique, Weapon
Target: Single
XD F20

The monster, through some method, attacks, inflicting some physical damage if successful.
Select a value for delay and damage
Light - 40D [3 + 3xTier] x ATK + d8
Medium - 50D [4 + 4xTier] x ATK + d10
Heavy- 60D [5 + 5xTier] x ATK + d12
CoS: 80

Cost: 1 slot per such action.

Special Ability
Type: Action
Technique or Magic, Spell
Target: Single
40D F15

This ability is a blank template to which other effects, such as statuses, can be attached. It has no effect of its own, but bears a fairly high CoS. Add either 5D or an MP Cost of 21, +3 MP per tier.
CoS: 95
Cost: 1 slot per such action.

Enhancement
Type: Action
Enhancement and Technique or Magic, Spell
Target: Single
40D F15 MP: 60

This ability bestows a positive status to the target (5). Select any positive status when taking this ability.
Adjustment: +20 MP per tier above 1.
Cost: 2 slots. 2 additional slots if the status is Resist, Vanish, Bubble, Blink or Reflect. Increase Enhancement's delay by 5 if picking a positive status that accrues this surcharge. May be taken multiple times to attach several statuses to an ability - each additional status after the first reduces the timer by (1).

Devour [M. Boss]
Type: Action
Technique, (Enhancement)
Target: Single
40D F15

The monster selects a single one of its allies and consumes it, instantly killing it and removing it from the battlefield. It then gains health equal to the monster's health - this is explicitly capable of increasing it beyond its maximum HP - and all statuses belonging to the monster it just ate are transferred to it with the timers that the eaten monster had.
CoS: 100
Cost: 2 Slots - As above.
4 Slots - Also grants a positive status with duration (6) of your choice each time a monster is consumed.

Alarm
Type: Action
Magic
Target: Special
50D F15

When "Alarm" is taken, choose a single monster of equal or lower level, and of equal or lower difficulty, and of normal rank. When "Alarm" is used, add that monster to the battle - they immediately take a 30D F10 "Enter Battle" action to determine their delay.
CoS: 100
Cost: 2 Slots: 1 monsters are called.
6 Slots: 2-4 monsters are called.

Call for Help
Type: Action
Magic
Target: Special
40D F15 CT40

When "Call for Help" is taken, select a monster no more than 10 levels higher and of any difficulty and rank. When Call for Help is used, add that monster to the battle. "Call for Help" cannot be performed again if it is successful. The called monster immediately takes a 30D F10 "Enter Battle" action to determine its delay.
CoS: 90
Cost: 4 Slots.

Form Change [M. Boss]
Type: Action
Speedy
Target: Self
15D F5

The monster possesses one or several alternate forms - these alternate forms possess the same attributes, level, difficulty and rank, but have their slots allocated differently, giving them different actions and properties. When this action is used, the monster morphs from one form to the other, taking on a new property and action set. If this form change reduces maximum HP and MP below their current values, reduce the current values to the new maximums.
CoS: 255
Cost: 2 Slots.

Status Shake
Type: Action

Target: Self
60D F15

The monster shakes in anger at the statuses resting upon it. Status Shake can explicitly be performed even when affected by statuses that prevent action or otherwise removes choice of action, and speeds statuses on the monster towards their expiry. As it bears no keywords, it is not sealed by Silence or Pain. It either reduces the timers on the monster or removes them, if the reduction reduces any timers to (0). If the timer on a status is (U), Status Shake reduces it to (5), having no other effect on it. Status Shake affects both positive and negative statuses. Note that the statuses still tick down normally in the status phase after the monster takes this action.
CoS: 100
Cost: Depends on the effect:
Reduces All Status Timers by (1) - 1 slot.
Reduces All Status Timers by (3) - 2 slots.
Removes all Statuses - 4 slots..

Store Element
Type: Reaction

Target: Self
Trigger: The monster suffers bonus damage from an elemental weakness

The monster gathers energy from elemental power it's assaulted with, possibly storing it in its shell - the monster enters a stance that grants it a +25% situational modifier to its next magical attack. If Store Element activates multiple times, the effect stacks, to a limit of +50% to a group damage attack or +100% to a single target attack. Track what elements have charged up the current stance - if the monster suffers damage from the opposite of any element that's charged Store Element, the stance ends. (Elements that are opposites of each-other are Fire and Ice, Thunder and Water, and Holy and Shadow.)
CoS: 100
Cost: 2 slots.

Character Abilities

In addition to bearing unique abilities, monsters may also bear abilities typically carried by characters - action abilities, reaction abilities, or even support abilities.

Not all abilities make sense to grant to a monster, so use your judgment. For example, player characters don't have steal slots, so many Thief abilities are of no use. If an ability has a restriction based on how many job ranks are mastered, assume ten ranks have been mastered.

Some support abilities belonging to characters exist simply to boost basic properties or attributes - "Concentrate" or "Tough", for example. It is recommended that monsters not bear these support abilities.

As later abilities bring more impressive effects into play, each ability is generally considered to become available at a certain tier.

Abilities from the Job System
Select a single ability found in the Job system. The monster gains that ability. The cost is based on the AP cost of the ability, as listed below.
Cost:
1-100 AP: 2 Slots
101-149 AP: 3 Slots
150+ AP: 4 Slots

Abilities from the Crystal System
Select a single ability found in the Job system. The monster gains that ability. The cost is based on the Slot cost of the ability for a PC, as listed below.
Cost:
2-3 PC Slots: 2 Slots
4 PC Slots: 3 Slots
5+ PC Slots: 4 Slots

Abilities from the Class System
Select a single ability found in the class system. The monster gains that ability. The cost is based on the AP cost of the ability, as listed below.
Cost:
Most Abilities
1-130 AP: 2 Slots
131-149 AP: 3 Slots
150+ AP: 4 Slots
Black, White or Red Mage spells
1-100 AP: 2 Slots
101-119 AP: 3 Slots
120+ AP: 4 Slots
Warrior spells
All: 3 Slots
Blue Magic
All: 2 Slots

Basic Actions

Except for the Basic Attack action, all monsters have access to all the [[Seed Basic Actions|Basic Actions]].

Action Modifiers

Action modifiers are attached to any one action ability the monster bears. They modify how the action functions, and can be used to generate a variety of unique powers. When one is taken, attach it to a specific action ability and adjust that ability according to the effect of the modifier.

Some action modifiers bear a price, increasing the delay of the action or adding an additional MP cost.

Type Swap
Ability changes type from physical to magical or magical to physical. Replace the damage stat with ATK or MAG as appropriate - it now inflicts either physical or magical damage, as you selected. If it's now physical, it gains the Technique keyword and, if it inflicts damage, the Weapon keyword and has its CoS reduced by 10.. Actions which are now magical gain the Magic and Spell keywords as well as an MP cost of 21 (+3 per Tier) if it had none already; if it deals damage, it gains 20 CoS and all damage inflicted is of a selected element. (Abilities which are swapped from physical lose the weapon and technique keywords, abilities which are swapped from magical lose the magic and spell keywords. All costs, such as CTs or existing MP costs, are retained.)
Cost: 1 Slot

Group Attack
This ability is Target: Group. The action takes on either +10D or an additional MP cost of 40 per tier. Reduce any status CoSes (that of the ability if it directly inflicts a negative status, and of any Added CoSes) by 10.
Cost: 2 Slots.

Row Cutter
This ability is Target: Group (Row). The action takes on either +5D or an additional MP cost of 20 per tier. Reduce any status CoSes (that of the ability if it directly inflicts a negative status, and of any Added CoSes) by 5.
Cost: 1 Slot.

Element Shift
Select an element. All damage inflicted by this action is now of that element.
Cost: 1 Slot.

Faster
This ability is faster, acting with -5D F-5 - it bears a lower delay and floor.
Cost: 1 Slot.

Counters With
This ability is actually a reaction ability and not an action ability. Select a trigger and modify its CoS accordingly - the reaction is performed whenever the trigger is met. Strip all CTs, if present.
Trigger CoS
Damage While Defending 0
Melee Damage -20
Ranged Damage -20
Magical Damage -40
All Spells -40
All Techniques -40
On Defeat* 0
Freestyle It ??
*: Despite the monster being dead, it manages to perform this last reaction as if it were not. This reaction cannot prevent the monster's death.

Cost: 1 Slot.
3 Slots if the ability had a CT before it became a reaction ability.

Power Strike
The ability has +(2 x Monster Tier) Power, inflicting greater damage. This has a price - the action takes on either +5D or an additional MP cost of 20 per tier. If the monster is an M.Boss or a Boss, this modifier may be taken multiple times, greatly increasing the power. Regardless of how many ranks are taken, apply the price only once.
Cost: 1 slot (per rank if M.Boss).

Critical [Tier 2]
Critical can modify actions with the Weapon keyword; ranks of Critical allow the enemies to inflict devastating critical hits, expanding critical range by 5 per rank. (Weapon actions whose result rolls are equal to or less than the critical range value inflict +100% damage.)
Cost: 1 slot per rank.

Piercing [Tier 4]
This action is Piercing and ignores Armor or M.Armor. This modifier is sealed by "Seal Piercing".
Cost: 2 slots

Added Status / Effect
Select a status or effect. Add "Additionally, there is a 30 CoS to cause the selected Status (4) or Effect to the ability. This has a price - the action takes on either +3D or an additional MP cost of 10 per tier. This rider, of course, bears the Status or Effect keyword. If the effect is Delay, it begins as Delay 5. If the effect is Gravity, it's Gravity 25%, or up to 50% if an additional slot is paid.. If the status is Stone, its duration is (U) and options altering its duration cannot be taken.
Multiple ranks of this may be taken. For each rank past the first, apply an effect from the list and either add +3/tier MP to the cost, or +1D.
+1 Duration of Status
+10 CoS
-1 Duration, +30 CoS
+5 Delay to a Delay effect
Cost: 1 slot per rank. If the status or effect is Sleep, Stop, Stone, Toad, Death, Eject or Near-Fatal, pay 2 more slots and double the Delay penalty or additional MP cost.

Inflicts Status / Effect
Select a status or effect. This ability causes that status or effect, with a duration of (4) if applicable. Ability has -20 CoS. If the effect is Delay, Delay begins as 5. If the effect is Gravity, it's Gravity 25%, or up to 50% if an additional slot is paid. If the status is Stone, the duration is (U). The ability has either +3D or an additional MP cost of 10 per tier.
Cost: 1 slot. +2 slots if the status or effect is Sleep, Stop, Stone, Toad, Death, Eject or Near-Fatal, and double the Delay penalty or additional MP cost. May be taken multiple times to attach several statuses to an ability - each additional status after the first reduces the CoS by 10 and added +3/tier MP or +1D. Alternately, if it's Inflicts Delay, additional ranks increase the amount of delay by 5 per additional 1 slot spent.

Ranged
This particular ability ignores the effects of rows.
Cost: 2 slots

High CoS
The ability has +5 CoS. M.Boss or higher-ranked enemies may take multiple ranks of this, applying +5 CoS per.
Cost: 1 slot (per rank for M.Boss).

Longer Status
Increases the timer of any statuses that the ability inflicts or bestows by +(1).
Cost: 1 slot (per rank for M.Boss).

Countdown
The action has an additional CT of 25 and gains an x1.5 power multiplier.
For each additional rank of Countdown, increase the CT by 5 and add 0.5 to the Power Multiplier. (x2.0, x2.5…) If the action is Target: Group (or All), increase the CT by 10.
Cost: 1 slot per rank.

Clumsy Strength
The ability has -25 CoS but has +(4xTier) Power, and has either +5D or an additional MP cost of 20 per tier.
Cost: 1 slot.

Tectonic [Tier 2]
Whatever form it takes, the ability attacks through connection to the earth. It gains the Ground-Based keyword. and one of the below effects:

(3xTier) Power

Delays struck targets by +10D (This is a delay effect)

Additionally, if a second slot is paid, the element of damage inflicted becomes non-elemental. The action either bears +5D or an additional MP cost of 20 per tier.
Cost: 1 slot.

Drain Health [Tier 4]
Damage inflicted by this action is drained to the monster that performed it, replenishing its health. The action either bears +5D or an additional MP Cost of 20 per tier.
Cost: 3 slot. 7 slots if the action is not Target: Single.

Linked to a Status
Select a negative status. This action can only be used while affected by that status. In fact, it's explicitly capable of being used while affected by that status, even if that status would normally prevent that action or choice of action, such as with Sleep, Pain, or Stop. Apply this to actions that are weaker than what a monster usually does to create a "consolation prize" - you don't want the monster to be stopped in its tracks by Sleep, but you still want it to be slowed down a little. Maybe it snores?
If the negative status is "Charm", the target of the action is chosen by the Charmer. Linked to a Status may not be applied to "Stone", "KO", "Berserk" or "Confuse".
Cost: +1 slot for first such modification if the negative status does not prevent that action or choice of action. 0 slots if it does.

Monster Rewards

EXP
Monsters provide EXP based on their difficulty, level and rank.

Easy: 150 x Level
Normal: 200 x Level
Tough: 300 x Level

Mini-Boss: x2 EXP
Boss: x4 EXP

At the end of a session, total the EXP value of all defeated monsters and divide it by the number of characters in the party. Add that to the party's EXP total.

You could also award EXP after each combat, if you prefer.

Gil
Each combat awards Gil based on their difficulty, level and rank of the monster involved. Add this to the party's inventory. These are the base amounts for the equipment system; if Remodeling or Bare is in use, divide the total by 10.

Easy: 30 x Level
Normal: 40 x Level
Tough: 60 x Level

Mini-Boss: x2 Gil
Boss: x4 Gil

AP
Monsters award AP based on their difficulty and rank. Each defeated monster awards its AP to each character.

Easy: 2
Normal: 3
Tough: 5

Mini-Boss: x3 AP
Boss: x6 AP

Items
Each monster has a Drop, Item and Equipment slot. Depending on systems, they may carry other slots as well. These hold items which may be taken by thieves or dropped after their defeat.

Upon creation, decide on items to fill these slots. Easy and Normal monsters tend to carry items of the character's tier, while Tough and ranked monsters may carry items found slightly early.

This is also a good way to provide the occasional relic to the party.

Drop: Items dropped after defeat. Any item may exist in the Drop slot - it has a CoS of 30 of being awarded after battle. Roll for each monster defeated. You can increase the CoS while designing the monster to make it more likely for the item to drop, if you wish. Battle and Use items are a good choice for the drop slot, as they can't be purchased normally.

Item: Consumable items such as potions or battle items, or the items used by Chemists or Ninja for their abilities. Typically taken by Steal Item. Traditionally, Mini-Boss and Boss monsters carry Elixirs in this slot.

Equipment: In the "Equipment" system, this holds a suit of armor, a weapon, or an accessory. Easy and Normal monsters typically carry some basic piece of equipment of their tier - thieves can use these to make it easier for the party to branch out and change jobs. Tough and ranked monsters occasionally carry relic equipment with interesting effects, or slightly more powerful weapons than can be purchased.

Humanoid monsters with their family property can employ the equipment they're carrying here (or in their drop slot) but they make a tempting target for thieves.

Loot: In the remodeling system, enemies have two "loot" slots, containing pieces of loot, used to upgrade weapons and armor. These can be obtained during the battle using abilities such as Steal Equipment or Sidewinder, or dropped after the battle - For each loot slot of each monster slain, the enemy has a CoS of 50 to drop a piece of the loot contained therein, regardless of whether or not it was taken during the battle. (Abilities produce "bonus" loot.)

One of a boss's loot slots always contains "boss" loot, which has a CoS of 100 to drop.

Loot is characterized by its tier and its type. The tier is the tier of the monster, and the type is selected from one of the fifteen loot types. (Offensive, Defensive, Magical, Finesse, Nutritious, Fire, Ice, Lightning, Water, Bright, Dark, Status, Deadly, Arcane, or Boss.)

The loot awarded decides the sort of abilities the player-characters will be capable of upgrading their equipment list. As a GM, if the remodeling system is used, it is recommended to be aware of the various recipes available. One probably doesn't want to be surprised by one of the more powerful formulas!

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